Possible benefit of healing change?

I have never posted before but read alot because most of the posts are interesting and well thought out. So I wanted to hear what some of you thought of my hypothesis.

Am I correct that people get closer to MMR hell because of winning too often? If so, wasn't the availability of OBW healing a contributor to the problem? Without the healing, people will not win as much, so in theory MMR will even out. (I understand that the MMR problems run deeper than this, that's why I said "contributor"). Thanks for your input.

Comments

  • I have never posted before but read alot because most of the posts are interesting and well thought out. So I wanted to hear what some of you thought of my hypothesis.

    Am I correct that people get closer to MMR hell because of winning too often? If so, wasn't the availability of OBW healing a contributor to the problem? Without the healing, people will not win as much, so in theory MMR will even out. (I understand that the MMR problems run deeper than this, that's why I said "contributor"). Thanks for your input.

    It's not just winning, but losing (or not losing) net health, so yes, in that respect, under the current MMR formula, the calculation will be affected. Of course it's the same for everyone, so it just might adjust proportionally, but it's something to watch out for.
  • I have never posted before but read alot because most of the posts are interesting and well thought out. So I wanted to hear what some of you thought of my hypothesis.

    Am I correct that people get closer to MMR hell because of winning too often? If so, wasn't the availability of OBW healing a contributor to the problem? Without the healing, people will not win as much, so in theory MMR will even out. (I understand that the MMR problems run deeper than this, that's why I said "contributor"). Thanks for your input.

    The MMR hell is an artificial artefact from the braindead setup here. We only have it because D3 wants fresh players to win and get hooked. The ELO system is designed for games where the player skill is the factor in the pairwise game. In MPQ the winner is whoever is attacking (with negligible amount of accidents).

    For the tournament you are supposed to win -- losing is just bad unless you do it intentionally with a throwaway team at throwaway time. Unintended losses will be just a pain -- and more of it as up to this you could heal up your team in prologue losing just fraction of time and now will face full impact. The impact on matchmaking will be visible only if you settle for really low points and no prizes.
  • It's not just winning, but losing (or not losing) net health, so yes, in that respect, under the current MMR formula, the calculation will be affected. Of course it's the same for everyone, so it just might adjust proportionally, but it's something to watch out for.

    (Lack of) Losing health was only a factor in PVE personal scaling. PVP MMR never cared about it.
  • The benefit you're going to actually see is fewer players competing because so many rage quit. Let's nerf healing and ninja in more bad cascades so players have to buy packs! >>>Player response /q.
  • So far, I have seen the exact opposite. Usually I could do a slow climb to 600 or 700 points against max 2 stars, then have to pick off workable 141s to climb higher. In the BW event, I just made 400 and all my choices are 3 star teams. Fortunately, they are lvl90 to 120, not full 141s but the health goes away quickly even against those.