Hey there, folks! Buckle up, because what I'm about to reveal is going to send shockwaves through the Mobile Legends community.
Don't click away, this is a must-watch! We've got two key topics in store: First, we'll break down how hero winrates are calculated, and second, we'll unveil the secrets of Mobile Legends' matchmaking system.
I've chosen to focus on my second account for this video, where the number of matches may be smaller. The rationale behind this decision is simple: I've been diligently tracking my victories and defeats, closely examining both my team's and the enemy's winrates immediately after the match. This meticulous approach offers unique insights that you won't find anywhere else.
Let's start with something straightforward. I recently got the new hero, Helcurt, and I've been keeping a close eye on my match count and winrate.
Our first topic: Understanding Winrate Calculations. Ever wondered how winrates are actually calculated in Mobile Legends? Let's break it down. Check out the numbers I've got on the screen.
The formula is as straightforward as it gets: it's the number of wins divided by the total matches, multiplied by 100. I've diligently recorded all my matches with Helcurt, and for the most part, the data is provided by Mobile Legends. However, when it comes to the number of wins and losses in ranked mode, I've personally computed those figures myself.
Let's break this down step by step. First up, we have the Hero Rank Game Winrate, which you can find during the hero selection phase in ranked matches. This winrate specifically reflects a hero's performance in ranked games, excluding classic and other game modes.
Moving on to the next point, we have the Overall Hero Winrate. To find this, you can go to your PROFILE, select BATTLEFIELD, and then head to the Favorites tab. This winrate encompasses all your hero's matches, including those from ranked, classic, and other game modes. It's worth noting that this overall winrate can differ from the Hero Rank Game Winrate we discussed earlier.
And finally, we have the Overall Account Winrate, which you can locate under the Battlefield tab. This statistic represents your total winrate across all game modes for all heroes. It's divided into two sections: the Current Season Winrate and the All Seasons Winrate, providing a comprehensive view of your performance in Mobile Legends.
Part two of this video is a real eye-opener for Mobile Legends players, as we delve into the intriguing world of matchmaking. But before we dive into my own findings, let's head over to the Play Store and take a look at what players are saying about the matchmaking system.
Mobile Legends currently holds a rating of 3.8 stars on the Google Play Store. This rating implies that nearly half of its players have expressed dissatisfaction and provided negative feedback, not just regarding matchmaking, but across various aspects of the game.
Here's what some players are saying about matchmaking: "Some players believe that Moonton employs an algorithm that matches them with either overpowering opponents or bots. They've experienced frustrating streaks of losses followed by opponents making improbable comebacks, which they suspect is a deliberate pattern. This has led to a loss of enthusiasm for the game and a desire for a fairer gaming experience.
Other players have expressed frustration with the matchmaking, stating that they frequently encounter poor teammates, resulting in consistent losses. Some have even experienced a significant drop in rank due to this issue. They're calling for a fix to the matchmaking system, as they believe many others are facing the same problem. Additionally, some players have reported network issues despite using speed mode and both data and Wi-Fi connections, and they're requesting a resolution for this matter as well.
Some players have noted the game's potential but are frustrated by its matchmaking and reporting systems. They find matches enjoyable when playing against similarly skilled opponents, but this seems rare. Instead, newer players often get matched with more experienced ones, leading to imbalanced and occasionally unpleasant gaming experiences.
Now let's investigate! Shown on the screen are recordings from my matches captured on September 21, 2023.
Simply by examining the hero
lineup, it's evident that the enemy team holds a distinct advantage. They have
three tanky heroes in Chou, Balmond, and Johnson, and what's more, four of
their heroes possess crowd control abilities – Selena, Popol, Johnson, and
Chou.
In contrast, our team boasts only
one tanky hero, Belerick, whereas the other four – Zilong, Aamon, Cyclops, and
Miya – are of the squishy type. Nonetheless, we do hold an advantage in terms
of mobility, thanks to heroes like Zilong and Aamon.
However, when you examine the
battle results, it's truly astonishing. As the core player using Aamon, I
achieved the highest score, reaching an impressive 26. Additionally, our team's
performance was commendable, with only 9 total deaths.
Conversely, the enemy team's
performance was rather chaotic, accumulating a total of 55 deaths. I don't mean
to underestimate them, but this situation raises the question of why I was
matched with players whose performance resembled that of lower-tier ranks, akin
to Warrior ranks.
Let's take a closer look at the
players ranks in the matchmaking system.
Upon checking each player's
profile and their highest ranks achieved in all seasons, it's interesting to
note that the enemy team's highest rank is Epic 4, while our team's highest is
Legend 5, which happens to be me. Although there's a difference, it's not a
significant one, suggesting that the matchmaking may not be the sole factor
influencing the match outcome.
Now, let's delve deeper into the
players' overall winrates and their highest ranks in the matchmaking system.
Upon closer examination of the
All Season Winrate and total matches, the disappointment deepens, hinting at a
potential bias in matchmaking. Even our lowest overall winrate player, Cyclops,
sits at 41.94%. It's important to consider that Cyclops has played a
substantial 2067 matches, indicating a fair amount of game knowledge and
experience in terms of tactics and strategies.
On the other hand, the highest
winrate on our team belongs to Aamon, boasting an impressive 62.66% winrate
across just 158 matches. This clearly highlights Aamon's extensive knowledge
and mastery of the core role, as achieving such a high winrate with relatively
few matches is a testament to his exceptional skills in the game.
Shifting our focus to the enemy
team's statistics, it's evident that their lowest overall winrate player is
Balmond, standing at 41.16% across a total of 865 matches. Furthermore, Balmond
holds the lowest overall rank, which is Epic 4. These statistics strongly
suggest that this player may not have a thorough grasp of the game's
strategies, especially with the hero they used during our battle.
On the enemy team, the highest
rank achieved is Epic 3, and their highest overall winrate stands at 43.39%
with 1120 matches played. To put it frankly, this winrate resembles that of a
very inexperienced player, which raises further questions about the matchmaking
in this particular game.
These examples certainly provide
evidence of unbalanced matchmaking in Mobile Legends. It appears that the
algorithm may prioritize player ranks over winrates. It's essential to
emphasize that this is just my opinion, and I don't intend to blame or pass judgment
on the developers, as I lack the expertise to design a fair matchmaking system
myself. However, with the game celebrating its seventh year of existence, I do
hope that improvements in matchmaking will be a priority to enhance the overall
gaming experience for players.
I've displayed the recorded match
on the screen, which I'm referencing in this video. Please feel free to share
your thoughts in the comments section regarding both teams' strategies.
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