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Illidan has a fairly high skill ceiling, though, so we expect there to be a sizeable difference in all of those stats between a highly-skilled Illidan and an average one. A good Illidan does a fair amount of damage, soaks a lot of experience, doesn’t die very often, and captures a lot of Mercenary camps.
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However, unless the difference is significant, it can take a significant number of games before the difference in wins vs losses adjusts the player’s MMR enough to match their true skill level. The system works since, all things being equal, a player will win more games than they lose over the long run if their skill is higher than other players at the same rank. However, the team-focused nature of Heroes presents challenges when using this system to determine an individual player’s matchmaking rating, since any single player is only 1 part of the 5-man team that won or lost the match. The opposite applies to enemy teams that have a lower MMR. If the enemy team has a higher MMR than your team, you’ll gain more points for defeating them and lose less if they win. In addition to that basic rule, your MMR will go up more, or less, based on the comparative skill of both yours and the opposite team. When you win a game, your MMR goes up, while the opposite is true for when you lose. In our current system, an individual player’s Matchmaking Rating (MMR) is primarily determined by the amount of games that player wins versus how many the player loses.
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We’ve broken down some details of the new system below, along with a short FAQ. With this change, your matchmaking rating (MMR) adjustments will be influenced based on your individual performance in the match instead of being purely based on whether you won or lost. As mentioned in the BlizzCon 2017 opening ceremony, and during our “What’s Next” panel, we will soon be introducing performance-based matchmaking to Heroes of the Storm.
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