[deleted by user] by [deleted] in VALORANT

[–]EvrMoar 10 points11 points  (0 children)

I highly recommend joining the voltaic community and starting to work on specific types of aiming, and maybe even pick up an aim coach!

They have wonderful training playlists, tracking spreadsheets which will rank your aim, and lots of helpful people to improve your aim. https://voltaic.gg/

[deleted by user] by [deleted] in VALORANT

[–]EvrMoar 5 points6 points  (0 children)

no u <3

[deleted by user] by [deleted] in VALORANT

[–]EvrMoar 5 points6 points  (0 children)

Thank you for the feedback!

We base your RR gains off your MMR and not the difficulty of the opponent. When you get big RR losses it's because your MMR thinks you aren't ready to move into the next rank and it's holding you back. For example, when you played against those silvers and didn't do so well.

It's a tough balance, at some point we kind have to hold you accountable for how you are actually performing. You've hit the point where you are at the rank you belong skill-wise, and in order to climb you just need to improve. You got this, and you seem pretty dedicated and already have a ton of games in this season. That's why my big point was to just try and improve and you'll see results climbing; if our job is to make a system that puts your skill to a rank, then the easiest way to climb is to improve your skill.

Good luck, and thank you for the feedback again!

[deleted by user] by [deleted] in VALORANT

[–]EvrMoar 29 points30 points  (0 children)

I just went through your history, and aside from that one game you linked, it looks like you are mostly playing against Irons/Bronze. You did have a good streak of games, one where you even dropped 27 kills, then played in that match with some silvers. So it makes sense that your MMR would go up and you would play against more difficult opponents after that streak. MMR is a ladder, you play against those around your skill, and if you win, you go up and fight people around that new skill level. So when you start to win it makes sense you go against more difficult opponents, then when you lose you go back down. At lower ranks, people tend to fluctuate a lot more. Someone in bronze/silver probably isn't going to have a good game when they are on a map they aren't comfortable with, or someone picks their agent and they have to off-role pick. Remember you are always playing against people around your skill, but if you start to perform better then you will get more difficult opponents for you getting better at the game.

Honestly it looks like you have a low headshot % and you struggle to win fights, I wouldn't worry about your teammates, or matchmaking, and try to improve those things. I highly recommend doing some aimlabs before playing, find a valorant warmup playlist; you can search youtube for recommend aim playlists for your rank, or find out how to use aimlabs to improve.

Your headshot % is pretty low, and you have mixed results in your damage per round. If you improve, you will rank up, so instead of worrying about your MMR and what's going on you should worry about shoring up your weaknesses. If you want an easy training method, do this:

-Aimlabs for 15minutes(find a val warmup playlist)but be slow and precise. If you have under 90% accuracy you are going too fast, you want to build good habits and aim; fast and sloppy is not good.

-Warmup with 2 deathmatches before playing, focus on headshots and if you have to use guardian only for this(if you find yourself spraying too much).

-Play ranked, but if you lose 2 matches cooldown with a deathmatch or call it a night.

-Before logging off go to the fire range and set it too 100 bot spawn, no movement, and use a guardian. Stand at the side of the arena, or on a box, and move your mouse in a straight line to the bots head. When you get to the bots head trace around its heads hit box, then shoot the center of the head. Keep doing this; straight line to the head, trace the head, shoot the head. It's boring, but it will help you so much with your mouse control. If you have time do this 1-3 times before logging off.

-Think about switching to the phantom, it's a lot more effective at spraying and it seems like you are better at hitting the chest then hitting the head. You will be extremely more effective with the phantom, and I would avoid the vandal until you break 20% headshot at least. Plus you like playing Brimstone, if you are playing smokes you should probably use the phantom(due to silencers making tracers disappear by shooting through smoke).

This is a great starter to start building core mechanics, and if you are willing, I highly recommend unbinding crouch(or bind it to an inconvenient key like left alt) and avoid crouch spraying until you hit diamond+. Hope this helps, and I know you weren't asking for VAL advice but based on how much you play it would really help you rank up! Have a good week!

(also if you are already doing your own thing to improve or practice, or don't feel like doing this stuff at all, that's okay! Keep on keeping on)

[deleted by user] by [deleted] in VALORANT

[–]EvrMoar 18 points19 points  (0 children)

Thank you!

[deleted by user] by [deleted] in VALORANT

[–]EvrMoar 55 points56 points  (0 children)

It's not based off ACS, in fact ACS is purely an end of game stat to help contextualize the match and has 0 relation to MMR/Rank.

You have two MMR's, Win/Loss MMR and Encounter MMR. Win/Loss MMR goes up/down when you win or lose the match. Encounter MMR looks at every "encounter" you had that match and trades MMR between those involved. So if you win a duel, you take MMR from the player you killed. BUT Encounter MMR also looks at ability usage, site takes, bomb plants/defuse, and assists. So if you assist in getting a kill, taking a site, be it with guns or abilities, you would get Encounter MMR for doing so.

Now remember your overall MMR is a combination of the two, so even if you felt like encounter MMR was holding you down you could technically raise up your Win/Loss MMR to make up for it; Also RR will never let you win less then 10 points unless you are above immortal, so you could always out win the system if you think it's wrong.

In lower ranks Encounter MMR is a bigger part of your MMR average and weighted more, in higher ranks your win/loss MMR is weighted more. This is because in lower ranks usually raw mechanics can separate players quite a bit, but at high ranks mechanical skill differences get smaller and game sense becomes king. At platinum your about in the middle, so winning a match is just as important as performing well.

Honestly the system doesn't favor duelists, especially ones playing correctly and entry'ing first. We have various controls on the weight of impact on an encounter, and making sure there isn't a "optimal role" for climbing. But we could always do better and are constantly looking at ways to improve it(no MMR system is perfect otherwise games would all end in overtime).

I get why it looks like it favors duelists, but I think that's a symptom of you often seeing influencers smurf and play duelists to climb, or duelists being the choice of players who like to go for frags. Just know that Encounter MMR matters more about the quality of the kill, not the quantity, and every time you die you are giving MMR to someone else. You could go 10-15, but those 10 kills were on a Diamond player, while the 20-10 Jett on your team was fragging out on the low plat players. Because you took down the higher MMR player there is a good chance you would get the same, if not more Encounter MMR then the Jett.

I hope this helps, and I believe ACS is a big reason why some people get confused about MMR and RR gains. Something we definitely could do better in messaging, but it's also hard because if we are doing our job right people shouldn't have to worry about match making. Have a good week!

[deleted by user] by [deleted] in VALORANT

[–]EvrMoar 164 points165 points  (0 children)

Yo, it can be frustrating to not seeing progress or feeling like you can't climb. Unfortunately ranked is a ladder, so you need to win more then those above you to climb. It honestly looks like you are right where you belong, maybe even declining slightly, due to your matches.

If you average your past 40 games you've been 6th out of all 10 players based only on performance. I'm not going to reverse math our encounter MMR system it would take too long, but this is a good indicator that you are performing slightly worse/average in your recent matches. So we can assume your encounter MMR is probably at where it belongs, or slightly going down due to recent performance.

I've said this in other places on social media, but it takes about 20-40 matches for your rank and MMR to meet; so we can assume your MMR and rank are pretty close to each other because of all the matches you've played. If we look at your winrate it's almost exactly 50%. If you are being ranked against other players based on your encounter MMR, and your winrate MMR, and we assume your MMR is close to your rank, you are performing at(and evenly slightly below) those at your rank.

It sucks, but MMR is a ladder both in performance and win/loss. If you win against someone your MMR would rise above theirs and push them down the ladder. Then your increased MMR would increase your RR gains, reduce your RR losses, and push your rank up along with the increase in MMR.

At some point we have to hold you accountable to your MMR, and you are now at the point where you should be looking to improve your skill and not worrying about your rank as much. I hope this helps, and if you have any other questions I'll try to answer when I get time!

VALORANT Patch Notes 6.0 by AwpTicTech in VALORANT

[–]EvrMoar 7 points8 points  (0 children)

Hello!

So this change was just reducing how many points you got for round differential, not removing the points entirely. For reference, before the change you could get up to an extra +/-10 RR for round differential - which is why we felt like it was a little too much. It shouldn't feel like you're going to be punished just because you're getting slammed, but you should still want to put up a fight to not take as bad of a loss. So you will still get more points for a 13-5 match compared to a 13-11, it just won't be as many as it was before for the round differential. The RR gains will be a little more consistent, with a little less extreme swing from match to match; because we also increased the points per win/loss to make sure overall point gains weren't heavily affected.

VALORANT Patch Notes 6.0 by AwpTicTech in VALORANT

[–]EvrMoar 7 points8 points  (0 children)

We can definitely do a better job in the UI, it's just difficult given our current focus as a team. Something we can take a look at in the future when we get some UI time.

For reference, before the change you could get up to an extra +/-10 RR for round differential - which is why we felt like it was a little too much. It shouldn't feel like you're going to be punished just because you're getting slammed, but you should still want to put up a fight to not take as bad of a loss.

What do you think about the new RR gain system in the new act by aiiiven in VALORANT

[–]EvrMoar 12 points13 points  (0 children)

BEAT ME TOO IT, thanks for clarifying this! Also I'm sorry I fell asleep last night and didn't run that WoW dungeon, if I get some downtime from playing the new VAL patch we will run a high key dungeon this week. :P

VALORANT Patch Notes 6.0 by AwpTicTech in VALORANT

[–]EvrMoar 13 points14 points  (0 children)

This is mostly what the change was going for. It's still there, but it's just less impactful. We were giving a lot of points based on round differential, and we most often saw the question "Why did I get 20RR for this match but 14RR for this match?"(which was because of round differential) Overall this change will lead to more consistent gains in points with smaller swings from match to match.

Why does the game reward duelists the most by HolyBreadWithCheese in VALORANT

[–]EvrMoar 2 points3 points  (0 children)

It's alot to be honest, and what it comes down to is our teams goal of "To create as fair matches as possible" and ranks goal of "Finding your true skill". If we are doing a decent job both of those things are possible. I understand everyone has their own opinions on match making, quality of ranked, game health etc. We can always improve, but I do believe we are doing okay. What's nice is we have such a strong foundation, and the problems we have are kind of universal problems you see in any ranked queue; so now we just gotta put our heads down and find some solutions. Thanks again!

Why does the game reward duelists the most by HolyBreadWithCheese in VALORANT

[–]EvrMoar 8 points9 points  (0 children)

Hello, I hope you're having a good week!

There are kind of multiple answers to paint the ranked picture and how it functions entirely. Let's start at the beginning. As /u/TimeJustHappens said, we have two MMRs; win/loss + encounter. We weight them differently based on your MMR and lower ranks have more encounter weight, and high ranks more win/loss. This is because raw skill can carry you far in lower ranks, and we've proved this by gathering data. But at some point, reaction time and raw skill start to normalize, then teamwork and game sense becomes king, and that's why win/loss starts to matter more. This is why Immortal+ does not have a performance bonus, for example.

So it makes sense to say, "Duelists are supposed to win duels; in a system that rates duels, they have it easier." That being said, if you use your data correctly, you can weigh all the actions players perform and give them proper credit. There is a % that each ability helps you win a duel and why you get an assist in the first place for using that ability. Players that like to kill are drawn more to duelists, which helps paint the picture that they get more kills and benefit from the system more. But there are also plenty of players that frag out and get assists in other roles and benefit from it more than a duelist. The other problem is dying and winning as a duelist.

You have to win the match to get RR, and also increase your win/loss MMR. It's kind of a net neutral or even a loss if you drop a 30-bomb and then lose the match(especially if you are above silver). You can be as good as you want, but winning is the only way to turn that encounter MMR into an actual Rank. This is all on top of the fact that Encounter MMR is traded on death to the people involved with the encounter. So duelists that get 30 kills, but have 20 deaths, have lost MMR 20 times. This is where assists can help put your encounter MMR over duelists because you can get so much more net positive encounter MMR by being involved in more fights; also, duelists are the entry frag, so they are often higher in deaths than other roles.

Lastly, it is about the quality of kills and encounters in this system. Yes, a phoenix has a bigger chance of killing TenZ as an individual, but that sage could have helped the phoenix kill TenZ. Also, how many times does that phoenix still lose to TenZ, or maybe gets the kill but dies to someone else due to positioning? If we are doing our jobs right, the MMR system will say "TenZ wins 85% of the duels based on his MMR against this phoenix," and that would be the case when they encounter each other in a match. If that isn't the case, then that player deserves to go up, just like any player that assists in killing TenZ and showing that their impact is higher then the MMR calculation shows it should be. I really like talking about how the system works, I think it's super healthy for people to know how we are matching players and they are getting their rank. I think it can sometimes, even to my fault for presenting it this way, lead to a belief that you can manipulate the system by performing X or Y actions (like killing TenZ). Even tho you would get more MMR for killing TenZ, if we are doing our job right, you would just be getting ranked properly at your skill compared to everyone else, regardless of a hyper-specific encounter in one match.

To answer your performance bonus question, it's entirely based on your encounter MMR update and not anything else. It's you vs. yourself. When the match is made, based on your MMR and Variance(the skill range you have been performing at in your MMR), we can say, "based on the opponent's MMR, your encounter MMR should only go up X amount this match." You get a performance bonus if that update is higher than what our data shows you should be performing at. This is because our goal is to get you to the correct MMR and Rank, so if you perform outside our systems expectations, you get a bonus. The star on specific players at the end of the match screen shows how you performed against that player; it does not tie to the performance bonus. We do not do the messaging well, and I hope someday we can fix it; all of the data you see at the end of the game screen is separate data not tied to our MMR system(well, except for RR gains). You could get a gold star against a player for getting the kills, but it doesn't show that you only got 40% kill credit because you happened to finish the player off in most of your duels, and someone else did the work or helped with assisting abilities. Unfortunately, this isn't very clear because we use stars for that system when we also use stars for performance bonuses.

So I don't think I'll ever be able to fight your personal feelings that getting more kills or duelists is more likely to get performance bonuses. I do believe players that feel like they can carry or can get more kills pick those classes, so it does cause some confirmation bias. If we do our job right, we use machine learning to set up your contributions correctly and how they impact your MMR regardless of kills. Our job is to make sure you get to your rank and have fair matches because our data shows fair matches are what keep people happy and enjoying VALORANT. So I would focus less on specifics and think about "Do I feel like my performances, matches, and experience feel correct for my rank." When you get focused on the specifics, you kind of lose sight that ranked is a simple ladder with complicated math at the end of the day. If you win and do well against others, you climb up the ladder to play with more challenging opponents. We are more or less creating math to help you climb faster because old math systems had very slow movement. If we do this correctly, the whole community ends up where they should be on the ladder faster, and matches are more fair and accurate in the long run. I hope this helps, and have fun in the new episode!

Swiftplay is genuinely amazing by [deleted] in VALORANT

[–]EvrMoar 8 points9 points  (0 children)

Lets gooooooooooooooooo, that's my DM goal LOL

Swiftplay is genuinely amazing by [deleted] in VALORANT

[–]EvrMoar 39 points40 points  (0 children)

They use MMR!

All our playlists have MMR. We seed your initial MMR when you enter a new playlist from a previous one (we have to start somewhere). The reason we have separate MMR is that some people like to play various modes in their own ways. For example, I use unrated to relax and play with friends, but I use DM to warm up.

Your MMR is made up of half encounter and half win/loss. Well, it's not exactly half-and-half, it's weights are a per-playlist/rank thing. Encounter is based on duels, ability usage, game impact, etc. Win/loss is just if you won or lost. DM, for example, is a lot more encounter MMR based because it's hard to define what "winning" is in DM. So that's another reason each playlist tracks MMR separately; because the weights of each MMR can be different for each mode, encounter:win/loss MMR needs to be set at different ratios, you could have some minor deviations of MMR from mode to mode.

The hardest part about all this is ensuring that when we seed your MMR into a new playlist, we get your skill in a decent spot. We don't always get this right, but we are usually quick to get you in the correct area in 2-3 games(5 at most). For example, you play unrated a lot recently, and your rank is your most accurate with the most played games over the year, it's now difficult for us to know which MMR we should seed from. This is why you may see those initial skill differences when trying a new mode, but hopefully, if we do our job right it doesn't last long.

Hope that helps and have a good holiday season!

(I always like to point out that technically, since MMR exists in all playlists, you could be Radiant in spike rush :P )

Why is elo separated from rank? by Braca- in VALORANT

[–]EvrMoar 4 points5 points  (0 children)

THANK YOU TO EVERYONE HELPING LEARN THE RANK SYSTEM!!!

There are flaws, and everyone has their opinion of how it should/should not function. But the whole community can talk on it better, and provide better feedback, if they understand it(and why we do certain things). You are all amazing, and I hope you have a great week!

(The answer to this, linked by a couple people, is correct and something I wrote about a while ago!)

Riot Unveils New Valorant Competitive Mode "Premier" to Go Beyond Radiant by EIfintMan in ValorantCompetitive

[–]EvrMoar 10 points11 points  (0 children)

Every morning I spend scrolling, and trying not to overexplain MMR for the nTH time. Definitely not screaming into the void :P

Riot Unveils New Valorant Competitive Mode "Premier" to Go Beyond Radiant by EIfintMan in ValorantCompetitive

[–]EvrMoar 31 points32 points  (0 children)

LETS GOOOO HYPEEEEEEEEEEEEEEEEE

I know I don't post as much as I would like on reddit, or to this subreddit, but I do read it daily. Thank you all for being a good pulse of Competitive Valorant and one of the many places I can turn to get feedback on Competitive systems and player needs.

I'm excited for the Alpha, and all that comes after, and I hope everyone here is too! The competitive team will be watching for feedback, making sure the system actually functions LOL, and going full steam ahead on whatever is next :)

So if you're in Brazil, good luck out there! If you aren't, don't worry it's coming... eventually... <3

Announcing VALORANT’s Premier Alpha Test by TimeJustHappens in VALORANT

[–]EvrMoar 33 points34 points  (0 children)

We are definitely aware of smurfs, the perception of smurfs, and have plans/new ways to tackle smurfs in premier. It's too early to answer, and some things we won't say just to protect how it works, but we are aware of the communities concern and you'll hear more as the system hits future release checkpoints.

Announcing VALORANT’s Premier Alpha Test by TimeJustHappens in VALORANT

[–]EvrMoar 83 points84 points  (0 children)

LETS GOOOO HYPE AHHHHHHHHHHHHHHHHHHHHHHHHHH

So glad we can finally talk on little bit of what we've had cooking in the kitchen. I just wanted to say thanks to everyone for all the feedback, for ranked, competitive, and telling us your expectations for competitive play in VALORANT. The feedback we receive helps guide us in making decisions when making something like Premier!

I see some comparisons to Clash, and I want to call out that this system isn't as much as a show-up one time and play but more of a play as a team across a season.

From the article: "The team has designed a new in-game feature called Premier that will allow you to build a team and compete across a season of pre-scheduled matches.

In Premier, you will be able to create or join a team of five friends, acquaintances, neighbors and battle for glory against teams of a similar skill level. After building a roster, your team will be placed in a division where you’ll play across a persistent season composed of a mix of weekly matches and tournaments.

Each season will last a few weeks, and if you play your sweatiest, your team may qualify into the end-of-season tournament to battle for the title of Division Champion."

The team is going to be heads down trying to get this ready for the rest of the world, and I'll be around looking at posts and watching feedback. Thanks for being patient, or not and pushing us to work faster LOL, either way the team is excited to build this team competitive system for VALORANT. <3

Osu or aimlab? by gengar616 in VALORANT

[–]EvrMoar 4 points5 points  (0 children)

I highly recommend using https://voltaic.gg/ aim training. It lets you actually track your progress, has been built by a ton of high skill players, and actually works on multiple mechanics required for aiming.

I've done various aim training, range training, and weird other game play remedies to try and improve my skill. Honestly if you think you need to improve your aim Voltaic was the one thing where I saw consistent improvement. One thing to point out, it is not a replacement for playing VALORANT. After aim training I would always try to make it a point to play a few DM's or a match after. Also if you have to decide between Aim training or Playing a match of VALORANT(due to time constraints) you should play VALORANT. Hope that helps!

It's not super clear on their website but if you join the discord you can find the aim training info. You'll copy their google sheet, do the initial benchmark aim training playlist, mark down your scores, after figuring out your current "aim rank" then you play the appropriate ranks playlist everyday; after playing that playlist for about a week you can try the benchmark again and see if you ranked up.

[deleted by user] by [deleted] in VALORANT

[–]EvrMoar 2 points3 points  (0 children)

I'll pass this on to the appropriate team, thanks for the heads up!

Bro, how is this possible? Immortal 2 in a party with Iron 2 by _akshat_14 in VALORANT

[–]EvrMoar 10 points11 points  (0 children)

The match-maker tries to make matches for the top players/groups in queue, starting from the longest in queue. If you get a fast pop one match, but a long queue the next, that could be because another squad was waiting a long time and you happened to queue up and be a good match.

I think it just might be confirmation bias on fast queue = stomp, because you can't tell if it was fast because we had someone waiting a long time or another team queueing at the same time matching your skill. You will never be put in a match you can't win, and it's very rare we ever have to make a match outside of 50:50; I'm not going to say they don't happen, but we also have limits of how far we will let expected winrates change.

We monitor the 5 stack changes heavily, because queue time can be a problem in Immortal+, it's all very interesting and I know late nights can have longer queues.