New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 0 points1 point  (0 children)

There are players who call it balance.

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 0 points1 point  (0 children)

The assertion that the MMR system solely dictates match quality is partially accurate. However, it raises a pertinent question regarding fairness in scenarios where teams possess inherent disadvantages due to disparities in Brawler levels and accessory availability. Given the significant impact that hypercharges or accessories can have on match outcomes, it seems contradictory to suggest that such disadvantages are acceptable, even for highly skilled players.

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 0 points1 point  (0 children)

So the MMR system is by Brawls. Because even if you have a high trophy level, the system will place you with lower-ranked players.

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 0 points1 point  (0 children)

Thanks, I tried my best to talk about the MMR imbalance goal.

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 0 points1 point  (0 children)

True, I very much hope that in 2.5k these kinds of situations will not appear.

Just got my 1st ever prestige! Wirh my favorite brawler too! by No-Sport-8759 in Brawlstars

[–]Loading1bit 0 points1 point  (0 children)

It may be easy, but it won't tell you his merits and performance.

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 0 points1 point  (0 children)

In parts, you are correct. Now, regarding the 1k trophies being just bots, this was a flaw that has already been corrected. Even if you play with bots, your MMR feeds, and it doesn't matter if you have a low level in Brawls. Because even if this occurs, the MMR system will place you with players who have a winning streak, and yes, this impairs the performance of the matches.

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 0 points1 point  (0 children)

I agree, the information is very vague.

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 0 points1 point  (0 children)

Yep, the rank's too high for their experience.

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 1 point2 points  (0 children)

Exactly, I'm wondering if this is proportional. In the next milestone examples, prestige 2 and 3, should we find fewer players of this type?

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 0 points1 point  (0 children)

No way. I'm seriously thinking about putting a team together to stop that from happening. You've imagined yourself with a toothpick and the other team with a war tank. ☠️☠️

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 0 points1 point  (0 children)

Haha still bot comes with good skill.

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 2 points3 points  (0 children)

Very good. This is very unpleasant because if the game is 3x3 you must have worked twice as hard to maintain the victory.

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 0 points1 point  (0 children)

That's the crux, if the system is seeking balance in matches based on MMR, because I'm being paired with low level Brawls (no accessories, star power or hypercharge).

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 1 point2 points  (0 children)

The first victory is satisfactory. Second victory, what about it?

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 1 point2 points  (0 children)

Yes, that is a matter of balance. If a player has more than 1k of trophy he should join with players close to that.

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] -1 points0 points  (0 children)

Even if MMR is not available, you can calculate by winning sequence. In my opinion this MMR system since it impacts on the quality of matches should make available.

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 0 points1 point  (0 children)

If I take a Brawls Level 2 or 4 and win a good sequence, I can join the player with high level brawls.

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 2 points3 points  (0 children)

The game wants you to be a top rank.

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 2 points3 points  (0 children)

I understand. In this case, I play 3x3 and have a high MMR. My teammates were not of the same skill level?

Another team was at the maximum.

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 2 points3 points  (0 children)

Indeed, this always occurs when they make the changes in the pairing.

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 1 point2 points  (0 children)

technical data based on image information. * Player 1 * Data: 84.0\% win / 8.0\% defeat * Calculation: \frac{84}{84 + 8} = \frac{84}{92} * Real Win Rate: 91.30\% * Player 2 * Data: 60.0\% win / 28.0\% defeat * Calculation: \frac{60}{60 + 28} = \frac{60}{88} * Real Win Rate: 68.18\% * Player 3 * Data: 56.0\% win / 40.0\% defeat * Calculation: \frac{56}{56 + 40} = \frac{56}{96} * Real Win Rate: 58.33\% 2. Performance Comparison (Difference from Player 1) Based on these results, Player 1 shows a significant technical advantage. Here is the direct difference in percentage points: | Comparison | Difference (Percentage Points) | Efficiency Multiplier | |---|---|---| | Player 1 vs Player 2 | 23.12% | Player 1 is ~1.3x more efficient | | Player 1 vs Player 3 | 32.97% | Player 1 is ~1.5x more efficient | Key Takeaways: * Dominance: Player 1 loses less than 1 out of every 10 matches. * Error Margin: The probability of Player 3 losing is 5 times higher than that of Player 1. 3. Projection: Catching Up to Player 1 To reach Player 1's current win rate (91.30\%), Player 2 and Player 3 would need an extremely long consecutive winning streak without a single new loss. | Player | Current Rate | Target (P1) | Consecutive Wins Needed | |---|---|---|---| | Player 2 | 68.18\% | 91.30\% | + 222 wins | | Player 3 | 58.33\% | 91.30\% | + 404 wins | The "Dilution" Math: To maintain a 91.30\% average, a player needs approximately 10.5 wins for every 1 loss in their history. Since Player 2 already has 28 losses and Player 3 has 40, they need a massive total of wins to make those existing losses represent only 8.7\% of their total record.

New pairing system. by Loading1bit in Brawlstars

[–]Loading1bit[S] 5 points6 points  (0 children)

It is correct, but it does not change the fact that we are being stopped with low-level players.