Heroes of the Storm Matchmaking Changes

A post from Battle.net community manager Spyrian outlines the latest changes Blizzard has implemented to matchmaking in Heroes of the Storm. This is intended to address complaints that pre-made teams were sometime being matched against groups of five strangers, leading to imbalances in communication and build coordination between the teams. As of the most recent changes, this will no longer happen, as they have "greatly reduced" cases where one team has a party with three participants to prevent solo players from be matched against four or five-player parties and duo-queues from be matched against five-player parties. Here are more details:
As part of our ongoing improvements for the Heroes of the Storm matchmaking system, we’ve just implemented a new change that will affect what types of parties you may get matched against while playing Quick Match. Starting today, we’ve greatly reduced the possibility that you’ll be matched against a party that has three more members than the largest party on your own team.
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Let’s expand on what that means. Take a look at a few common party sizes below, and what you can expect to see in Quick Match after today:

  • Solo players: Cannot be matched against four or five-player parties.
  • Duo players*: Cannot be matched against five-player parties.
  • Three-player parties: Can match against any party size.

It is important to note that the matchmaker will still prioritize match quality over party size, and may pull in parties outside of these ranges if the resulting game is the most suitable match available. This means that it’s still possible to play against a party that’s larger than your own, but this will only occur in rare cases.

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10.
 
Re: Heroes of the Storm Matchmaking Changes
Jan 14, 2016, 22:19
10.
Re: Heroes of the Storm Matchmaking Changes Jan 14, 2016, 22:19
Jan 14, 2016, 22:19
 
I do enjoy Heroes a good bit when I am playing with my friends. It's atrocious when you queue solo or with a partner, though, and mostly because of matchmaking.

I have a love/hate relationship with the objective based gameplay. It's a great way to shake up the typical competitive MOBA gameplay, but the maps are in DIRE need of a proper balancing/tuning. Or at the very least, matchmaking needs to look at the team compositions and fit them to a map that is appropriate.

And unlike most other MOBAs, by the time you are max level you are still getting matched up with people who don't understand the fundamentals -- no lane soaking for xp, taking 3 into a lane and leaving the other 2 to manage 3 lanes on their own, etc. It's like the go-to game for casual soccer dads, which is okay if that's what you are... but having previous MOBA experience just leaves you with a bad taste in your mouth about the whole thing. It's frustrating just how fucking bad some of the players can be even at max level with a metric ton of experience under their belt.

The matchmaking, though. It's so bad. SO BAD.

Beyond pairing up 5-man teams against 5 solo queue people (who are promptly rolled), matchmaking fucking sucks at pairing champs together properly. It'll put together a team with an Abathur, Nova, and Cho'Gall and then drop them on a map with 3 lanes. No coverage, experience falls behind because you don't have folks in lanes, and there's not a god damned thing you can do about it except wait out the loss.

For those that don't play, experience is earned through player kills and by being near minions when they die (soaking). Champs like Nova are stealth assassins that are best suited to floating between lanes applying pressure and keeping the enemy team honest. Abathur is an augment champ that doesn't have a traditional presence in a lane (typically he stays in base/behind walls). He spawns little siege minions and can attach to a friendly champion/minion to provide a boost and some extra attacks. He's great in a traditional team, but puts extra pressure on the team early on because they'll be 2v1 in a lane. Cho'Gall is a single champ played by two people... so you're immediately down another body/champ when you get a Cho.

So when you get a chogall with an abathur and a nova, you're basically fucked. You'll have one dude in a lane hoping for the best, a nova that doesn't know how to adapt to the lack of lane presence, and a cho'gall that's filling their diaper somewhere because he is hard to play properly.

And it's not just the ones I named -- swap nova with zeratul/any other jungling stealth assassin and the problem is incredibly common. It doesn't help that stealth assassins are some of the most fun classes to play.

There's no ability to surrender, either.

HOTS has SO MUCH potential to be great. Just doesn't deliver, though.
Playing: Overwatch, FFXIV, Ion Fury
Xbox Live: Heinekev
PSN: Heinekev
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Re: Heroes of the Storm Matchmaking Changes