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o_Nekur_Yafel_o's avatar
o_Nekur_Yafel_o
Seasoned Rookie
5 months ago

Is Apex MM Fair? A Critical Look at How Casual Players Are Left Behind

Hi everyone, I’d like to open a serious discussion about Apex Legends’ matchmaking system – especially how it affects casual players and why current design choices may be hurting the very audience that supports the game financially.

Respawn often refers to the system as skill-based, and while that may be true in part, in reality matchmaking often fails to reflect actual skill. Ranked is largely built on visible rank, and pubs use MMR – but both systems use the same underlying infrastructure and player pools. Respawn themselves confirmed that each mode used to have different rating systems and logic, but that’s being unified under one shared skill rating system with mode-specific tuning.

In other words, it’s the same core system, just tuned differently. Yet the result is still the same for many: unbalanced matches where casual players with sub-1.0 K/Ds are constantly dropped into lobbies with smurfs, ex-Predators, or full-stack sweat squads.

What makes this worse is that casual players – the majority – are the ones spending money on cosmetics, battle passes, and event packs. The top 5% of players may generate content and visibility, but they are not the financial backbone of the game.

The system rewards the best with easy wins and high engagement, but punishes the average who keep the game alive.

This leads to frustration, lower retention, and a growing perception that Apex just isn’t fun unless you’re already cracked.

Isn’t it time we ask: why isn’t the system built to protect the casuals who actually pay for it?

Let’s make this fair. Not just for the top, but for everyone.

33 Replies

  • Yeah. According to Apex statistics which ive found on a similarly named website im in the top 1 percent of players and get rolled by pred players every game. 

     

    Since the start of this most recent split ive net gained something along the lines of 5000 rp, but from that ive probably played 40 hours solo queing, 60 hours duo queing, and another 50 hours 3 stacking. And the gains only get better based on the amount of players you have your team. since ive peaked at 400 rp into diamond 1 i think ive lost 2000 rp solo queing and gained 1000 while queing with friends and its night and day. My ranked k/d is around 1.7 yet ive played with plat 2 players that wouldnt have impact, or pred players where i get backpacked. And in total ive only ever played in 2 matches where my teammates were a higher large rank than me (Rookie, Bronze, Silver, etc.) yet i have to backpack my teammates majority of my games and cant gain rp in high diamond-pred lobbies bc of matchmaking.

     

    I'll also leave a few suggestions for matchmaking or ranked systems for Respawn if they ever come by this post. which if you do, love you guys <3. But ill say that the current meta and ranked system creates an entirely aggressive playstyle which i think is fun for pubs but for ranked feels out of place especially because when we the community watch events such as the ALGS or stuff like that we see 10 teams alive in round 5 and that level of competitiveness and skill is almost intoxicating and i think that to get there without making the lower ranks a pain to play in and hard to push in would be to give starting kills 3 rp until top 15 where its 5 and then top 10 its 10 rp per kill but 30 placement points, and more but you guys would know how to fine tune those numbers better. I also think your idea of increasing the rp lost per game per each small rank (D4, D3, D2, D1, et.) vs large rank (Rookie, Bronze, Silver, etc.) could smooth out the skill curve to one more well spread out and less blocky.

     

    and from here i am going to rapid fire ideas i didnt have the patience to full write on. 

     

    Hidden MMR in ranked is unhealthy for the game and can to an extent remove the validity of ones rank as higher skilled players go against higher skill and vice versa. 

     

    Making it so that everyone on a team is the same rank could help equalize skill on individual teams and allow for fairer matches for everyone

     

    Having only 3 dominant characters (Ash, Ballistic, and Alter) in the meta is very unhealthy for the game and especially for so long. also, characters that only disable counter-play is unhealthy imo. for example, Ballistic tactical, ash tactical, and alter ult. Especially alter ult because if used effectivly which isnt hard to do, and with proper positioning can make a team almost unkillable. I think making her ult only one use, and silencing and removing the ability to throw ordinance after going through could help balance her. (I mained her for the last 3 splits FYI)

    increasing rp entry costs would benefit the skill curve.

     

    Making ranked ladder weekends by rank vs skill could make it fairer for many reasons i wont list out fully unless a further request is made.

     

    And by smooth out the skill  curve i mean to have the ranked player distribution map to resemble as close to the Belle curve as possible.

    Love this game, love you respawn <3

      

  • EA_Mako​ Will you ever comment on this? This game is dead for solo "q" and casual players. What are your plans to fix it?

  • EA_Mako's avatar
    EA_Mako
    Icon for Community Manager rankCommunity Manager
    3 months ago

    Blekerodo​ 

    Please feel free to look at this blog if you haven't already seen it. This has come up in a couple other threads, but leaving the link here for anyone that hasn't yet seen it. This is an AMA from the developer's most recent discussion about matchmaking over on Reddit, and would be the latest info on how they're looking at changing things going forward.

    We'll definitely be sure to share other news about changes or further discussions in the future as we're able, but we wouldn't have anything to add to what's been said there currently.