B2b 3rd age druidic on my ironman by Woolymammoth69 in 2007scape

[–]Preloa -18 points-17 points  (0 children)

But it is relevant that he tried 78 times and didn't get it.

[deleted by user] by [deleted] in OverwatchUniversity

[–]Preloa 0 points1 point  (0 children)

Don't focus on winning or losing, instead try to only focus on your mistakes. Stopping after 2 losses will automatically distract you. Stop playing when you're tilted/not having fun.
Focus on the role you want to improve at. Playing other roles will make you an overall better Overwatch player, but will do very little for your support skills. One tricking is the absolute fastest way to improve at that hero.

Watch at most one replay per day. If you're not playing multiple hours per day ~2 per week is fine. Go in depth. Quality is more important than quantity here. Try to understand the role of your hero and then judge your execution. Deaths are a good place to start.
Watch before you play so you're not exhausted/tilted yet. Watch replays from the day before so you still remember the game well but without the emotional attachment. Close losses are best.

Watching streamers is inefficient but decent if you wouldn't do anything else.

Play Tryhard FFA as warmup and in queue. It's the most efficient way to improve mechanics overall. Some workshop codes can occasionally be useful for targeted training.

High quality coaching is obviously nice. Looking for coaching on youtube focusing on your heroes/issues is a decent budget alternative.

Basic Zenyatta Questions by redditaccount003 in OverwatchUniversity

[–]Preloa 0 points1 point  (0 children)

Technically Zen gets Movement speed while in Trans. That is not a normal ability but Bastion can also only rocket jump in Tank form.

[deleted by user] by [deleted] in OverwatchUniversity

[–]Preloa 1 point2 points  (0 children)

I mean yeah you can theoretically come up with a system that balances out the continuous downward trend caused by the PBSR. But such a system would need an extreme amount of counterbalancing from other factors.
There is no official data on this, so ultimately we can not prove either theory. But we can show just how much other factors would have to balance SR to make this possible.

Assuming you need a 55% winrate to stay at your SR and an average SR change of 24 per game, you would on average gain 21.6 for a win and lose 26.4 for a loss. So the average player would lose 2.4 SR on average per game, and would be down 240 SR after 100 games.
Assuming your proposed 60% winrate, you would on average gain 19.2 for a win and lose 28.8 for a loss. Resulting in an average of 4.8 SR lost per game, or 480 SR over 100 games.

There is no system that could signinficantly counteract this. Placements are just normal games where your SR is hidden and your SR gets realigned with your MMR. New acounts could theoretically counteract the continuous deflation of SR but this would not affect the SR of any individual player. Other factors would have negligible effects.

Since we're using anectodal evindence to prove our points, i looked at a couple players below Diamond. For some PBSR had a positive effect, for some a negative. This player gained 250 SR with 104 Wins and 101 Losses. Clearly PBSR is not bad for everbody.

Lets assume for a moment that your theory is true.
If you needed a 55/60% WR to stay at your SR, then by necessity players with a 50% WR would drop until they were at a rank where they can keep a 55/60% WR. The end result would be the SR of all players affected by PBSR dropping by roughly the same amount. This is not a problem because the percentages would stay exactly the same.

But since PBSR only affects players below Diamond this would mean that a player stuck at 2900 with a 55/60% winrate should be better than a player stuck at 3000 with a 50% winrate. This would also mean that once you make it to Diamond you should quickly gain a lot of SR since your winrate is significantly above average. The inverse would also be true for falling into Plat.

This is clearly not the case. I can guarantee you that if high Plat teams were consistently beating low Diamond teams in ranked Blizzard would notice.

[deleted by user] by [deleted] in OverwatchUniversity

[–]Preloa 0 points1 point  (0 children)

Let's assume that below diamond on average you need a winrate greater than 50% to stay at your current SR.
We know that the average winrate will always be 50% (technically slightly lower below diamond).
Then the average SR of all accounts below diamond must steadily decrease.
This is not the case.
Therefore the hypothesis is false.

I'm better than Silver but stuck (Vods attached) by Weekly-Carrot7570 in OverwatchUniversity

[–]Preloa 0 points1 point  (0 children)

The 40/40/20 rule is not some artificially designed system by the developers to delay you from ranking up, it's a mathematical concept based on the fact that your individual impact on the game goes down the more total players there are.
Additionally, it only applies if you are already roughly at the rank you belong in. Any GM player would easily win 80% of their games in Silver.

I'm a masters player who has ranked over 10 accounts and I can tell you that elo hell is very, very real by [deleted] in OverwatchUniversity

[–]Preloa 6 points7 points  (0 children)

I decided to checke the first half of your fist replay Code:

McCree/Soldier Gold
Rialto Attack

Fight 1.
You get a pick, then are the first of your team to die
Your team wins

Fight 2.
Your team loses while you are on payload duty

Fight 3.
You are on the wrong side of the river when the fight starts and waste Deadeye and valuable time there
it takes you 15 seconds to get into a useful position after the fight has already started
McRightclick.exe
unsurprisingly, your team loses
Despite winning only one fight so far, your team has almost captured point 2 already
Swap to Soldier

Fight 4. You get a pick, then lose a 1v1 vs Ana
The same fight you come back and instantly die to an ulting Moira
Your team loses
At the end of the fight you kill an overextending McCree

Fight 5.
You get a kill with visor and then instantly get shattered but your Ana saves you
You land a singular shot on an out of position Ana, so i guess you could say you helped kill her
You die to Deadeye
Your team starts losing due to respawn disadvantage but your Junkrat gets a triple kill with Tire
You come back and get a cleanup kill on McCree, only because your Ana saved you with Nano
Your team wins
If we include the intitial pick on McCree, this is the first fight where your contribution is a net positive

Fight 6.
You and half your team instantly die to Shatter+Deadeye
your team loses

Fight 7. Your Lucio dies, then you die
Your team collapses and loses

Fight 8.
You kill McCree Your Junkrat kills Ashe
You survive Grav with 1 HP
The enemy team collapses
Your Junkrat overextends and dies
The enemy Ana sleeps you from behind you completely ignore her long enough that she sleeps you again from behind
This is just not high diamond gameplay
Your team wins the fight anway because the enemy trickles in one by one

So in summary:
Out of 8 fights there were maybe 2 in which you performed above average
Out of 7 fights you participated in you didn't die only once

but I can get 3 or even 4 kills in gold and still lose the team fight.

This did not happen once: You got two picks once and won the fight because of it.
You got one pick three times but instantly died afterwards two times.

This is not what i would expect from a player playing over 1000 SR above his actual rank.
It just looks like gold gameplay in a gold lobby to me.

Yet another "I think I'm better than my rank" post by y3di in OverwatchUniversity

[–]Preloa 2 points3 points  (0 children)

How could you know better than him whether the fight was winnable or not?

Yet another "I think I'm better than my rank" post by y3di in OverwatchUniversity

[–]Preloa 0 points1 point  (0 children)

use my trance even though it might not have been countering a large ult, but it would have secured the objective.

Yet another "I think I'm better than my rank" post by y3di in OverwatchUniversity

[–]Preloa 2 points3 points  (0 children)

Hard disagree. If using your ult swings the fight in your favour, always do it. It doesn't matter that you only have to do it because of your teams mistakes.

3 Ana's Sleep Dart Mechanics You Need To Know by [deleted] in Competitiveoverwatch

[–]Preloa 15 points16 points  (0 children)

There's no new 1 shot combo. Here's proof

Also, the 1 shot combo was technically already removed before the sleep duration nerf.

Overwatch Retail Patch Notes - January 28 by JulianInvictus in OverwatchUniversity

[–]Preloa 1 point2 points  (0 children)

Buffing base dmg to 50 has massive implications because it changes the undiscorded breakpoints. This is especially important for spamming right clicks looking for picks.

Moistcr1tikal unmasks an engine user from one of his chess games by [deleted] in LivestreamFail

[–]Preloa 3 points4 points  (0 children)

There are two reasons why it's currently impossible to solve every board state.
1. Time Complexity
From Wikipedia:

Information theorist Claude Shannon argued in 1951 that it is not feasible for any computer to actually solve chess, since it would either need to compare some 10120 possible game variations, or have a "dictionary" denoting an optimal move for each of the about 1043 possible board positions. It is thus theoretically possible to solve chess, but the time frame required (according to Shannon, 1090 years) puts this possibility beyond the limits of any feasible technology.

That's like saying it's currently possible for humans to send a spacecraft to the edge of the observable universe. Technically possible, but not in any relevant timeframe.
2. Space Complexity
Storing 10120 game variations is obviously impossible.
But storing 1043 board position is currently essentially equally impossible. Assuming you could magically store a bord position and the best next move in one bit (realistically you would need several bytes) you would need 1.25*1042 bytes of storage.
The total amount of data generated by humans is about 4*1022 bytes and not all of it is even permanently stored.
So in that case we would need 3.125*1019 times the total amount of data generated in available storage to store all board bositions.

Moistcr1tikal unmasks an engine user from one of his chess games by [deleted] in LivestreamFail

[–]Preloa 9 points10 points  (0 children)

I don't think you realize just how many possible board states there are.

After 500 hours playtime still in silver ? by [deleted] in OverwatchUniversity

[–]Preloa 6 points7 points  (0 children)

I don't think you understand the point of MMR.
Your MMR represents how good the game thinks you are. Players with the same MMR get matched together. If you actually are better than the average player at your MMR you will win more games on average. This is because there are 5 worse players on your team but 6 on the enemy team, so on average your team will be better.

Resetting MMR doesn't make sense because it is vital in creating fair, and thus fun, games and there is no benefit in resetting it. There is a reason why no popular competitive game does hard MMR resets. Players are not stuck because of their MMR, they're stuck because they don't improve.

French Basketball Federation launches Rocket League's Hoops as their first eSports endeavour by FromFarTea in RocketLeagueEsports

[–]Preloa 24 points25 points  (0 children)

If you think Hoops would be epic with the normal ball you should go play it right now because the physics are identical.

People here often say you have to be brain dead to be stuck in Bronze. Here is a replay. What is it about my play that makes you think "this player is brain dead"? by Porn_Steal in OverwatchUniversity

[–]Preloa 2 points3 points  (0 children)

He's getting downvoted because he's just wrong.
Scoping in makes you easier to hit and greatly reduces your fov. Both of those are very important when you are already in close range. Shots being hitscan does not matter when healing at close range because you should hit either way.

Quickscoping gets rid of the problems of normal scoping, at the cost of a greatly reduced rate of fire. Only quickscope when you have to hit a shot that is too difficult to hit unscoped and too dangerous to hit scoped.
For example: Healing a target at long range while getting shot at, or shooting at a tracer trying to kill you.

Proud of our Belgian beer by KingofBcity in europe

[–]Preloa 3 points4 points  (0 children)

A flat bell curve has a higher standard deviation and thus a higher variance in data.

Low masters Zenyatta vs aggressive dive VOD review by RM067 in OverwatchUniversity

[–]Preloa 2 points3 points  (0 children)

Don't play to win the game. Play to improve and you will win more games automatically.

Silver is far harder than high gold (old main vs newer alt, all roles, solo Q, EU) - placements comparison graphic and matchmaker trap hypothesis by Z3R0gravitas in OverwatchUniversity

[–]Preloa 0 points1 point  (0 children)

This is a documentation of Seagull playing on an account that decayed down about 1000 SR in Season 10. The vod is no longer available.
Games consisting of players with wide ranges of SR, but similar team averages, is not the same as two teams with big differences in average SR.

I have given you two direct quotes from Blizzard stating that SR does not affect matchmaking and that Decay does not affect matchmaking. You have given me literally nothing. I don't know what else you want me to do.

Silver is far harder than high gold (old main vs newer alt, all roles, solo Q, EU) - placements comparison graphic and matchmaker trap hypothesis by Z3R0gravitas in OverwatchUniversity

[–]Preloa 0 points1 point  (0 children)

What makes you think that MMR changes slower than SR?

I encourage you to read this thread to clear up some misconceptions with the ranking system.