I really don't understand why a higher ranked players have to show off in lower ranked games. If you really don't want to do it, don't. I get molested by 5 guys or so the whole game and my team often has a player who isn't as good as their core players, playing core, because I let him do it, since that's what party games are for, to have fun as a unit.
That would not be an issue to such an extent, if I didn't get disproportionally punished in the game, like getting counterpicked even if I were to play something that isn't pos 1 or 2. Say, if I want to play something fun like Pangolier, I am going to play against Bloodseeker every game. Now I can't die of rupture at least, but there's always an insentive for others to use all of their resources on me, since they see my solo rank badge and draft around that, which means that I'd need try harder to win.
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That's not particularly fun for me to play halfassedly against opponents who are trying more than hard just to fight me, mind you, not our whole team. It changes how the game is played and nobody learns anything. We're left with MMR and some Russian gibberish, which I suppose is something about me buying my account. I'd rather try stuff out and not spam the same stuff as I do in solo queue grind, but still play dota as dota is supposed to be played.
Solo rank being shown ruins the fun part of party games for me. I'm not looking to play Techies or something, just games where people don't assume that if I pick WD, I need to be faced with 5 evasion heroes. Not really sure I understand your problem. Well, that's a bummer but that's kinda to be expected with a 3k mmr disparity. Even when focused and counterpicked, you should still be able to outplay them even if only by a small margin given the counterpicks.
It happens in my games as well but it's still much more relaxed since there's a bigger room for error. I still don't understand why'd you have to pick core. If it's the former, no further questions asked. Let's just say that always losing hardly makes the game enjoyable, moreso when people are less inclined to play more games if they lose a ton. While there's more margin for error against worse opponents, you also need to do more because your cores aren't high tier players either. There's much you can do with skill, but each role and hero is only as flexible as they are made.
Regardless of the former, it's not uncommon that the enemy has high ranking players or smurfs, who won't hesitate to always play core. In fact, I've encountered a ton of accounts that have very few games and are in divine range, which leads me to believe that party games pay attention to your solo rank as well.
A 5K carry will beat a 3K carry in a game like that. There's less margin of error if people specifically counterpick me and then just beat the rest of the team via skill. I didn't start from 3K party either. I started from around 4K. The people I play with range from high 2K to around 4. As for playing cores, there's a reason why people climb by playing core roles. It's easier to win on your own when you play core roles and it's a lot harder to contribute to the team as an enabler from an utility role when from the draft your ability to contribute is already gimped.
If you pit 2 identical teams against each other, which the other one having the lowest MMR player being the highest farm priority and so on, and flip the order around for the other team, the team who has the highest skilled players playing the core roles will always win. None of this was an issue before they threw that medal up there.
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It's really an anti-team feature if anything. Now I quite literally can't play something like Chen, but I need to play something that will reflect my rating, to pry the win from their cold dead hands. There's very little room for experimentation if you play to win, like even role-wise. In an ideal scenario, the enemy would be drafting against the whole team, much like in a pro game you see the whole draft.
Now what I get is always playing against hard-counters, regardless of how much of an impact my pick makes for team composition strategically. I'd rather be treated like the 3K party MMR player I am, because that would get the most natural game. Playing core would be an easy win, that's why it's almost a requirement, but that would also make the game less team oriented, all eggs in one basket if you will. That's not the kind of dota I want to play if I play with others, but that's the kind of dota you need to play to win in the kind of a situation where the opponent is trying their hardest to fuck you over in particular.
It's a lot easier to win from that kind of a situation with that PA and someone unfortunate i. I've yet to meet someone who plays to lose, at least outside of ego clashers in solo queue.
At least in my case, I don't enjoy playing dota wrong. The antics of 5 Dagons and such have long since run out. Might as well play some other game altogether if you do that, like golf with friends or something. I quite literally have to play more greedily, by sacking my team and telling them to piss off from my farm and stop leeching my exp and picking a hero that works well with that mindset, when I play with friends, which is supposed to be a social, a shared experience, than I would when I play solo ranked, as people mostly don't have a reason to focus any player over the other there.
If I could get something like a Legend party MMR medal there, I wouldn't need to play every game in a manner that is completely unnatural in a normal setting. The solo medal itself already is the kingmaker. Most of it is just anecdotal evidence, my experience is pretty different that being said, my party mmr is only 1k lower than solo so there's not much to discuss.
And while obviously playing with friends where cores are played by the lower MMR players compared to when you play it, makes winning much harder, you're complaining about unfair situation even though your solo is 6k while playing with legends. No, it really shouldn't. Whenever you have higher solo mmr, the party mmr then takes an average between these two. In your case it's 4.
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It would still show your MMR. It'd be halved but it'd still "expose" you. Also, it's kinda deceiving to show 3k mmr when in fact you're a much better player.
kulturisztika.hu/med/wp-content/caldwell/1803-gemini-daily-horoscope.php Come on man, that varies game to game. Sure, 5 dagons is a gimmick strat but "playing dota wrong".. That also completely contradicts what you were asking for. That you'd be greedy on support instead? You wouldn't have to carry every game? I don't get it, essentially you'd still be forced to play carry to win given what you wrote above. I won a solo match, got to 4. The next day I played a party match which got me to 3. Maybe it's a combined score thing? Maybe it just didn't update and notify me after I won the solo game I've also ranked up after losses before?
The reason that occurs is the threshold for each rank dropping over the course of the season for example, Divine 1 was around 5k 6 months ago and is now somewhere around 4. Solo MMR plays a larger role. It literally says the formula is secret. Matches played in Ranked Matchmaking won't affect the MMR used in other modes, and vice versa, so you can still goof about with friends in matchmaking without worrying about your ranking.
As for all these rankings, Valve also explained in the blog post more than it ever has about how they're calculated, and quite how they're used. Seven criteria go into finding your game of Dota 2, from player skill and experience to language choices and wait times.
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Each is assigned a certain number of points, so for each potential found match Valve totes up the scores until it finds one that's "good enough. The difference in experience between 40 games and games is considered to be about the same as the difference between games and You can visualize the impact of goals 2 and 3 with a chart where number of games played is the horizontal axis and MMR is the vertical axis. If two players are close together in the diagram, they are considered good candidates to put into a match together. Players who are far apart are considered a poor match.
The typical career trajectory of a player new to Dota 2 as he gains experience and moves towards the right is to gradually move upwards as their skill increases.
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When skilled players create new accounts, they follow a bit different trajectory. Their MMR rises relatively quickly, placing them into the top lefthand corner of the diagram, where they will be matched with other players whose skill is high relative to their experience level. When parties are involved, things get a bit more complicated.
Parties often contain players with a wide discrepancy in skill and experience. For the purposes of measuring the goodness-of-fit criteria listed as 2 and 3 above, the matchmaker assigns each party aggregate skill and experience numbers. It is these party numbers that are used rather than the individual. In general, when a party with a wide skill range is matched with a solo player, the solo player will have skill and experience near the average of the party. If you notice that one player seems to be significantly less skilled than the other players in the match, it is very likely that they are partied with a high skilled player.
We account for this in two ways. First, we track your skill when queuing alone separately from when queuing in a party. Second, we adjust the effective MMRs based on the number of players in the party and the distribution of skill within the party. Observe that the average adjusted MMR for all of the parties is around When the players on a team are sorted by adjusted rank, as they are above, the solo players tend to be bracketed above and below by players playing in parties; furthermore, a party with a smaller MMR spread party F tends to get bracketed by a party with a larger MMR spread party D.
These patterns are typical. Party F, which is formed of players of more equal skill, received a lower bonus. These adjustments were determined using statistical tools more on this below , but an intuitive explanation is that your performance improves more when partying with a higher skilled player than it does when playing with another player of your same skill. Measuring success in matchmaking is difficult. This includes the members of the Dota 2 team! Fortunately, we gather a lot of it.
For example, you might wonder how we determined how to adjust effective MMRs to account for the fact that players in a party tend to perform better than players of equivalent skill queuing solo. We used a statistical tool known as logistic regression, which essentially works by trying to create a function that predicts the odds of victory. This function contains several coefficients which determine the MMR bonus given to players in a party. Then we use numerical techniques to solve for the coefficients that produce the function which is most accurately able to predict the match outcome.
To help tune this threshold, we start with a measure of match quality. The ultimate goal of matchmaking is fun, and we have several metrics which we use to measure match quality. One such metric measures balance, based on the difference in gold farmed. This is easily visualized on the gold difference graph. Find the last time when the graph crosses zero, and then measure the area between the horizontal axis and the graph. In general, the smaller this area is, the closer the game was. Although at one point in this match the Dire had a 10K gold advantage, the Radiant came back and then pulled ahead, only to have their gold lead reversed again.