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DarktideHans's avatar
DarktideHans
New Rookie
2 months ago

SBMM in Pubs Feels Tied to Teammates' Performance

In BR trios, SBMM seems to overvalue my random teammates’ performance when adjusting my placement. If I get carried by strong teammates for 1–2 matches, I shoot up to 95%+ lobbies — where I get instantly deleted in fights. But it takes 15+ rough games to drop back down.

I estimate I spend ~75% of my time in lobbies above my skill, ~20% below, and only ~5% in the 70% range where I should be.

Interestingly, mixtape matchmaking feels much more balanced — I swing up and down naturally and land in fair lobbies consistently.

Pubs BR matchmaking feels sticky and punishing. Please consider tuning how individual placement is weighted relative to random team performance.

3 Replies

  • Skill assessment algorithms always make it easier to move up than to move down in order to prevent malicious manipulation. Not saying it's good or fair. Just saying that this is how they work and why they work that way. Ironically, for me this has always been a huge disincentive for effort. It's exactly like the "performance punishment" in certain kinds of jobs. Where you prove that you're capable of doing the work and suddenly you're the one who is constantly being interrupted on your day off to come in and do what ever it is no one else felt like doing. They still get their paycheck, but you're the one doing the heavy lifting when you're not even supposed to be there. And your bosses think they're rewarding you. It's the same thing here.

  • Yes, but it should be based on YOUR skill level, not the team mates that carry you. In my case I spend 80% of the season playing in the 95%-100% bracket, constantly getting insta owned by players much better than me, even though I belong down around 60-70% bracket. I just wish they would look at some other metrics than how we are placed (which seems to be the main one). Like if we win a game, and my teammates have 2k damage each and I have 200 it should not result in me being ranked up...

  • reconzero​ maybe you mistyped but I would say SBMM should work exactly the opposite way - again Valorant as example ignoring theoretical complexity of their RP calculation - to rank up you have to prove over and over again that you can be competitive in harder lobbies aka it is not a fluke or boost. Vs going down should be basically instant not to make what currently is Apex Diamond lobbies = most people do not belong there and just drag people who are good enough yet soloq down A LOT.

    That is my main issue also with matchmaking in particular D4 facing Masters/Preds => D4 in many case is just a Plat player who managed to set his PB (rat in many cases) to D4, such player is not even competitive vs D4+ and should be kicked out of D4 level almost instantly => get into hardstuck D4 cycle everyone so much hates. Instead we now have like 30% of player base in D4-D1 and you see people in D2 (today my experience) that can't play like at all, they just mess up the whole game in first minute and then if lucky rat till top 4 to still get positive RP out of the game they should have been punished hard.

    Not goona lie I used to disconnect form such games as soon as my banner expire, took -65 or at best like -45 and move to the next game = result was hovering between D4 and D3 mid. Last 4 days I just said to myself that I am going all out 100% effort, no RP damage taken because above said = I made 1000+ RP just yesterday alone and am closing in on D1 today. I mean I did not improve like 2x over night yet results show that I do :)

    Long story short - since season 15 Ranked system is rewarding bad teamwork, low skill. It used to be international trash word of the world "you hardstuck D4" which now has for a reason morphed into "you not even Master" = equivalent of D4 10+ seasons ago.

    @DarktideHans - ideally yes, but game is too complex to come up with such system. Quick example: your teammates knock an enemy and go for thirst instead of fighting other members of enemy team -> while doing so they boost they damage even as high as +750? (shooting purple shield) for one kill which probably will result in lost fight because remaining two enemies will knock you / teammates down while they are thirsting. On paper they did more damage and got kill, in reality you might be the one carrying = doing most of the initial damage for kill, holding enemies that are alive back etc.

    Respawn should:
    1. adjust Ranked to be more punishing, returning to phase were <10-15% are in diamond, <5% in Masters
    WHILE
    making emphasis on placement.
    Ideally kill multiplier would be fixed at the time of a kill not end placement = people who drop fragment get some kills but make others rat the game out should get still negatives vs positive because of ratting effort by others x multiplier for kill.
    2. fix matchmaking so that only D2+ start facing Masters, only like D1+ get into Pred lobbies. For sure not allow TOP100 Preds feast on D4 barely made it there Plat skill level players.