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Ranked matchmaking coming to Dota 2 - Page 17

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Please keep the QQ to a minimum if you do not like this update. We are happy to hear your reasoning for not liking a ranked system, but no "OMG VOLVO WHY" posts.
MrTortoise
Profile Joined January 2011
1388 Posts
Last Edited: 2013-12-08 18:39:20
December 08 2013 18:30 GMT
#321
problem with these rating systems is that they dont start nubs off at 0 they start them in the middle - well hon did and it made mmr games stupid unless you went in playing at way above average.

You are trying to argue that a small difference in skill will show through that statistical noise. I loudly cough and mutter 'bollocks'. You have no idea what you are talking about, you have no figures or anything. You are talking about elo - which is a system for 1v1 games in the context of a team of individuals with elo scores. That is not what elo was designed for. Elo *requires* 1v1 to make sense (a fixed team would be an example of a 1). You want to move into MMR its the same deal - sure people have tried to adapt it and the raft of issues are all the criticisms you have labelled bullshit. You are comparing for instance starcraft 1v1 to a team game 5v5 and are assuming all your assumptions still hold. Sorry you are wrong.

You can say people are factually incorrect as much as you like. Bold does not make you right.

This is my experience of at least 5000 games of hon from start of its beta till dota2 beta started:
You start playing at 2.5k and you go down. All is good - you have great games because everyone is same skill level you slowly work your way up. My point is that at this point everyone is same level and you are having good games This is when you hit 1000 mmr. When you start winning these games it is because you are better and can make an impact. It is good and fun.

In HON the skill level at 1500 was better than 2500 because of consistency. People had played enough to understand the basics of the game the feeders hadnt made it down that far and people were bad at the game instead of completley lost figuring out why 2 boots dont make you faster than 1 when you have 4 legs.. They were down there because they were playing lots of different heroes and not just pub stomp.

You get better and get back upto 2500 hit nubs again and you have no idea how much noise that adds in terms of wasted games and rage. When you lose a game it is about the same as 3-4 wins in terms of points made and lost - because when you have had a streak of wins certainty in your rating is low and a correction is severe. So you bounce down fast - and repeat.

Why do you bounce down? Because you need to win maybe 5-10 games to get past the minefield but there is a 50% of autolosing/autowinning due to a feeder which are in 90% of the games. Also remember this is someone who plays a lot of games ... all ranking systems carry significant inertia for these players. The occasional player on the other hand has rapid rank changes.

The fact is i am not high skill ... games with a feeder on one side (and i dont mean someone who got outclassed by a lane matchup or a player - i mean someone who is just terrible) are almost impossible for me to turn around and win because to do that you have to be REALLY fucking good.

When you get to that middle range you skill doesnt actually matter because noone in the team is of sufficiently high skill as everyone is mid skill to counter balance the gigantic weight of fail.

So no, your argument about teammates in mmr does fail. You are assuming a game that ends with a score and so small differentials can show. That is not the case. The result of the game determines point gain or loss and the actions of 4 people who are slightly better are nowhere near enough to compensate for a feeder.

Sure yes statistically the chances of having feeders on each side balances out. The problem is you need to be able to show that inside all that noise you can still make out the signal of your effect on the game. Even then you still need to show that MMR is a subtle enough score system to be able to discern those small differences over the noise. Just because statistical analysis can show someone is slightly stronger in a situation where the win and loss is not determined by them does NOT imply that the scoring system will not award so much influence to the noise that the skill part will have any discernible effect. Then once you have shown that you then need to put a figure on the number of games to iron out this variance. Your problem is that a) dota is a very landslidey game. Its easy to push an advantage into a bigger one and b) The permutations in this game are staggering. Also previous implementations (hon) made losing = about 4-5 wins which really diminishes any signal you have against the statistical noise.

You are better off finding a group of friends to team stack with to get you past that volatile section and then start playing solo again.



You would however be correct if you could score the game so that the small differentials could show. This is what valve were talking about trying to figure out, using in game statistics to help weight peoples mmr changes after games - so the pure result wasnt the only factor.

You say large enough sample sizes ... what would a large enough sample size be? Seriously work it out and tell me.
It will not be possible to get a sample size large enough. About 100 heroes is a shit ton of permutations for 5v5 yet alone getting a large enough number of games with each one. I have literally played about 10,000 games of dota and there are still matchups that catch me out.

So lets assume we can get a large enough sample size ...
you are still full of shit because you are assuming that with a large enough sample you can detect something that is dwarfed by noise ... the noise is feeders in the middle of the pack. If they feed game is over. You are talking middle of pack ... noone has the individual skill to counter a feeder at this skill level or several notches above it.

Because the non feeders impact on the game result is so low the win loss history of people represents the statistical noise of how they were matched up. Sure once you pass this band of noise mmr once again becomes meaningful - but there is this bit in the middle of about 1000mmr that is pure randomness.

You probably need an analogy:
Take poker ... take very successful cash game players.
Remove their bankrolls and start them back off with very little like when they started 5 buyins or so - even 20.
they will be the first to tell you how likley they are to go broke. If you start off on a cooler it takes that much more to get back into it because the statistical noise is so high. But guess why poker is different? You can choose how much you lose in the hand. It isn't black and white - unlike mmr and elo systems. Really most profit in poker comes first from minimising your losses and then beginning to tweak your wins.

You NEED luck to get out of these areas is my point - and then you need the skill to stay out. Dont get me wrong, if you are bad you wont get out, but that does not mean being better than the skill level of these areas imples you will get out. Your point is basically saying system is broken but if you play enough 2 events will converge 1) you will have the good fortune to get out of the area and 2) you will stay there due to your skill. The problem is that point 1 is what people are complaining about not the second.

When players do eventually get past them sure they have earnt it, however that doesn't change the fact that it was a statistical aberation that let them move on. Good for them, when i got mine in hon it was a godsend, but it took months.

In SC2 people start at 0 and arnt in teams (team matchmaking is hilarious - at least you can take resources of deadweight though). MMR in hon at least didn't start from 0 which was the HUGE problem. The relevance of this is you are making a lot of assumptions that are not necessarily correct and are invoking the god of statistics in an apallingly naive way.
TheEmulator
Profile Blog Joined July 2010
28100 Posts
December 08 2013 19:09 GMT
#322
On December 09 2013 02:34 Alur wrote:
Show nested quote +
On December 09 2013 02:32 aintz wrote:
do you even read whos posting before you quote and say they are wrong? lol.

Some might say he's factually wrong :D

If I had money I would give you TL+ for this post.
Administrator
Penecks
Profile Joined August 2010
United States600 Posts
December 08 2013 19:10 GMT
#323
^That's the risk you take trying to play a team game competitively. It simply takes a larger amount of games for your skill (the "constant") to show up. I don't really understand what the problem is. Is it possible to lose 6 games in a row because your team fed and you did well? Sure. Is it possible to win 6 games even though you fed because your team carried you? Just as likely. These things don't actually matter, if you keep playing well you will eventually rise up. The only difference is you might need 100+ games to show some X amount of improvement, where in a 1v1 game like SC2 it might take ~20 games or something.

I didn't play HoN so maybe I'm wrong, but if there is some area where "noobs" are infused into the system, the enemy team is just as likely to have those noobs.
straight poppin
Darkren
Profile Blog Joined February 2010
Canada1841 Posts
December 08 2013 19:56 GMT
#324
Im disapointed but for another reason, they should really just focus the next major patch to either fix almost all remaining known bugs in the system or to finish the current hero pool.

Im also not sure what im gonna play, i do play competitively but sometimes i just wanna goof around.
"Yeah, I send (hopefully) helpful PM's quite frequently. You don't have to warn/ban everything" - KadaverBB
aintz
Profile Joined August 2010
Canada5624 Posts
December 08 2013 20:15 GMT
#325
so play ranked when u feeling tryhard, and play non ranked when your not? ezpz.
Deleted User 26513
Profile Joined February 2007
2376 Posts
Last Edited: 2013-12-08 20:23:19
December 08 2013 20:21 GMT
#326
On December 09 2013 03:30 MrTortoise wrote:
+ Show Spoiler +
problem with these rating systems is that they dont start nubs off at 0 they start them in the middle - well hon did and it made mmr games stupid unless you went in playing at way above average.

You are trying to argue that a small difference in skill will show through that statistical noise. I loudly cough and mutter 'bollocks'. You have no idea what you are talking about, you have no figures or anything. You are talking about elo - which is a system for 1v1 games in the context of a team of individuals with elo scores. That is not what elo was designed for. Elo *requires* 1v1 to make sense (a fixed team would be an example of a 1). You want to move into MMR its the same deal - sure people have tried to adapt it and the raft of issues are all the criticisms you have labelled bullshit. You are comparing for instance starcraft 1v1 to a team game 5v5 and are assuming all your assumptions still hold. Sorry you are wrong.

You can say people are factually incorrect as much as you like. Bold does not make you right.

This is my experience of at least 5000 games of hon from start of its beta till dota2 beta started:
You start playing at 2.5k and you go down. All is good - you have great games because everyone is same skill level you slowly work your way up. My point is that at this point everyone is same level and you are having good games This is when you hit 1000 mmr. When you start winning these games it is because you are better and can make an impact. It is good and fun.

In HON the skill level at 1500 was better than 2500 because of consistency. People had played enough to understand the basics of the game the feeders hadnt made it down that far and people were bad at the game instead of completley lost figuring out why 2 boots dont make you faster than 1 when you have 4 legs.. They were down there because they were playing lots of different heroes and not just pub stomp.

You get better and get back upto 2500 hit nubs again and you have no idea how much noise that adds in terms of wasted games and rage. When you lose a game it is about the same as 3-4 wins in terms of points made and lost - because when you have had a streak of wins certainty in your rating is low and a correction is severe. So you bounce down fast - and repeat.

Why do you bounce down? Because you need to win maybe 5-10 games to get past the minefield but there is a 50% of autolosing/autowinning due to a feeder which are in 90% of the games. Also remember this is someone who plays a lot of games ... all ranking systems carry significant inertia for these players. The occasional player on the other hand has rapid rank changes.

The fact is i am not high skill ... games with a feeder on one side (and i dont mean someone who got outclassed by a lane matchup or a player - i mean someone who is just terrible) are almost impossible for me to turn around and win because to do that you have to be REALLY fucking good.

When you get to that middle range you skill doesnt actually matter because noone in the team is of sufficiently high skill as everyone is mid skill to counter balance the gigantic weight of fail.

So no, your argument about teammates in mmr does fail. You are assuming a game that ends with a score and so small differentials can show. That is not the case. The result of the game determines point gain or loss and the actions of 4 people who are slightly better are nowhere near enough to compensate for a feeder.

Sure yes statistically the chances of having feeders on each side balances out. The problem is you need to be able to show that inside all that noise you can still make out the signal of your effect on the game. Even then you still need to show that MMR is a subtle enough score system to be able to discern those small differences over the noise. Just because statistical analysis can show someone is slightly stronger in a situation where the win and loss is not determined by them does NOT imply that the scoring system will not award so much influence to the noise that the skill part will have any discernible effect. Then once you have shown that you then need to put a figure on the number of games to iron out this variance. Your problem is that a) dota is a very landslidey game. Its easy to push an advantage into a bigger one and b) The permutations in this game are staggering. Also previous implementations (hon) made losing = about 4-5 wins which really diminishes any signal you have against the statistical noise.

You are better off finding a group of friends to team stack with to get you past that volatile section and then start playing solo again.



You would however be correct if you could score the game so that the small differentials could show. This is what valve were talking about trying to figure out, using in game statistics to help weight peoples mmr changes after games - so the pure result wasnt the only factor.

You say large enough sample sizes ... what would a large enough sample size be? Seriously work it out and tell me.
It will not be possible to get a sample size large enough. About 100 heroes is a shit ton of permutations for 5v5 yet alone getting a large enough number of games with each one. I have literally played about 10,000 games of dota and there are still matchups that catch me out.

So lets assume we can get a large enough sample size ...
you are still full of shit because you are assuming that with a large enough sample you can detect something that is dwarfed by noise ... the noise is feeders in the middle of the pack. If they feed game is over. You are talking middle of pack ... noone has the individual skill to counter a feeder at this skill level or several notches above it.

Because the non feeders impact on the game result is so low the win loss history of people represents the statistical noise of how they were matched up. Sure once you pass this band of noise mmr once again becomes meaningful - but there is this bit in the middle of about 1000mmr that is pure randomness.

You probably need an analogy:
Take poker ... take very successful cash game players.
Remove their bankrolls and start them back off with very little like when they started 5 buyins or so - even 20.
they will be the first to tell you how likley they are to go broke. If you start off on a cooler it takes that much more to get back into it because the statistical noise is so high. But guess why poker is different? You can choose how much you lose in the hand. It isn't black and white - unlike mmr and elo systems. Really most profit in poker comes first from minimising your losses and then beginning to tweak your wins.

You NEED luck to get out of these areas is my point - and then you need the skill to stay out. Dont get me wrong, if you are bad you wont get out, but that does not mean being better than the skill level of these areas imples you will get out. Your point is basically saying system is broken but if you play enough 2 events will converge 1) you will have the good fortune to get out of the area and 2) you will stay there due to your skill. The problem is that point 1 is what people are complaining about not the second.

When players do eventually get past them sure they have earnt it, however that doesn't change the fact that it was a statistical aberation that let them move on. Good for them, when i got mine in hon it was a godsend, but it took months.

In SC2 people start at 0 and arnt in teams (team matchmaking is hilarious - at least you can take resources of deadweight though). MMR in hon at least didn't start from 0 which was the HUGE problem. The relevance of this is you are making a lot of assumptions that are not necessarily correct and are invoking the god of statistics in an apallingly naive way.


Yeah people are saying this since LoL ranked ladder was introduced. Most likely they did in HoN too. But the end result shows that ELO actually works...
At the end of every season (I'm talking about LoL, but I'm sure that it's the same in HoN) every single player is where he belongs. The shit players are in Bronze, the average in Platinum, the good in Diamond and the very best in Diamond I 80+ or Challenger. It is not rare to see multiple accounts(smurfs) of the same player at the same ELO or close.
The fact is that the system will eventually place you in the bracket you belong. Yeah, maybe it will take more games than 1v1 game, but it will happen.
Detri
Profile Blog Joined February 2011
United Kingdom683 Posts
December 08 2013 20:55 GMT
#327
wow, nice
The poor are thieves, beggars and whores, the rich are politicians, solicitors and courtesans...
superstartran
Profile Joined March 2010
United States4013 Posts
Last Edited: 2013-12-08 21:04:43
December 08 2013 20:56 GMT
#328
On December 09 2013 03:30 MrTortoise wrote:
+ Show Spoiler +
problem with these rating systems is that they dont start nubs off at 0 they start them in the middle - well hon did and it made mmr games stupid unless you went in playing at way above average.

You are trying to argue that a small difference in skill will show through that statistical noise. I loudly cough and mutter 'bollocks'. You have no idea what you are talking about, you have no figures or anything. You are talking about elo - which is a system for 1v1 games in the context of a team of individuals with elo scores. That is not what elo was designed for. Elo *requires* 1v1 to make sense (a fixed team would be an example of a 1). You want to move into MMR its the same deal - sure people have tried to adapt it and the raft of issues are all the criticisms you have labelled bullshit. You are comparing for instance starcraft 1v1 to a team game 5v5 and are assuming all your assumptions still hold. Sorry you are wrong.

You can say people are factually incorrect as much as you like. Bold does not make you right.

This is my experience of at least 5000 games of hon from start of its beta till dota2 beta started:
You start playing at 2.5k and you go down. All is good - you have great games because everyone is same skill level you slowly work your way up. My point is that at this point everyone is same level and you are having good games This is when you hit 1000 mmr. When you start winning these games it is because you are better and can make an impact. It is good and fun.

In HON the skill level at 1500 was better than 2500 because of consistency. People had played enough to understand the basics of the game the feeders hadnt made it down that far and people were bad at the game instead of completley lost figuring out why 2 boots dont make you faster than 1 when you have 4 legs.. They were down there because they were playing lots of different heroes and not just pub stomp.

You get better and get back upto 2500 hit nubs again and you have no idea how much noise that adds in terms of wasted games and rage. When you lose a game it is about the same as 3-4 wins in terms of points made and lost - because when you have had a streak of wins certainty in your rating is low and a correction is severe. So you bounce down fast - and repeat.

Why do you bounce down? Because you need to win maybe 5-10 games to get past the minefield but there is a 50% of autolosing/autowinning due to a feeder which are in 90% of the games. Also remember this is someone who plays a lot of games ... all ranking systems carry significant inertia for these players. The occasional player on the other hand has rapid rank changes.

The fact is i am not high skill ... games with a feeder on one side (and i dont mean someone who got outclassed by a lane matchup or a player - i mean someone who is just terrible) are almost impossible for me to turn around and win because to do that you have to be REALLY fucking good.

When you get to that middle range you skill doesnt actually matter because noone in the team is of sufficiently high skill as everyone is mid skill to counter balance the gigantic weight of fail.

So no, your argument about teammates in mmr does fail. You are assuming a game that ends with a score and so small differentials can show. That is not the case. The result of the game determines point gain or loss and the actions of 4 people who are slightly better are nowhere near enough to compensate for a feeder.

Sure yes statistically the chances of having feeders on each side balances out. The problem is you need to be able to show that inside all that noise you can still make out the signal of your effect on the game. Even then you still need to show that MMR is a subtle enough score system to be able to discern those small differences over the noise. Just because statistical analysis can show someone is slightly stronger in a situation where the win and loss is not determined by them does NOT imply that the scoring system will not award so much influence to the noise that the skill part will have any discernible effect. Then once you have shown that you then need to put a figure on the number of games to iron out this variance. Your problem is that a) dota is a very landslidey game. Its easy to push an advantage into a bigger one and b) The permutations in this game are staggering. Also previous implementations (hon) made losing = about 4-5 wins which really diminishes any signal you have against the statistical noise.

You are better off finding a group of friends to team stack with to get you past that volatile section and then start playing solo again.



You would however be correct if you could score the game so that the small differentials could show. This is what valve were talking about trying to figure out, using in game statistics to help weight peoples mmr changes after games - so the pure result wasnt the only factor.

You say large enough sample sizes ... what would a large enough sample size be? Seriously work it out and tell me.
It will not be possible to get a sample size large enough. About 100 heroes is a shit ton of permutations for 5v5 yet alone getting a large enough number of games with each one. I have literally played about 10,000 games of dota and there are still matchups that catch me out.

So lets assume we can get a large enough sample size ...
you are still full of shit because you are assuming that with a large enough sample you can detect something that is dwarfed by noise ... the noise is feeders in the middle of the pack. If they feed game is over. You are talking middle of pack ... noone has the individual skill to counter a feeder at this skill level or several notches above it.

Because the non feeders impact on the game result is so low the win loss history of people represents the statistical noise of how they were matched up. Sure once you pass this band of noise mmr once again becomes meaningful - but there is this bit in the middle of about 1000mmr that is pure randomness.

You probably need an analogy:
Take poker ... take very successful cash game players.
Remove their bankrolls and start them back off with very little like when they started 5 buyins or so - even 20.
they will be the first to tell you how likley they are to go broke. If you start off on a cooler it takes that much more to get back into it because the statistical noise is so high. But guess why poker is different? You can choose how much you lose in the hand. It isn't black and white - unlike mmr and elo systems. Really most profit in poker comes first from minimising your losses and then beginning to tweak your wins.

You NEED luck to get out of these areas is my point - and then you need the skill to stay out. Dont get me wrong, if you are bad you wont get out, but that does not mean being better than the skill level of these areas imples you will get out. Your point is basically saying system is broken but if you play enough 2 events will converge 1) you will have the good fortune to get out of the area and 2) you will stay there due to your skill. The problem is that point 1 is what people are complaining about not the second.

When players do eventually get past them sure they have earnt it, however that doesn't change the fact that it was a statistical aberation that let them move on. Good for them, when i got mine in hon it was a godsend, but it took months.

In SC2 people start at 0 and arnt in teams (team matchmaking is hilarious - at least you can take resources of deadweight though). MMR in hon at least didn't start from 0 which was the HUGE problem. The relevance of this is you are making a lot of assumptions that are not necessarily correct and are invoking the god of statistics in an apallingly naive way.



TL;DR this post is 'THERE IS AN ELO/MMR HELL THAT YOU CANNOT PASS BECAUSE YOU HAVE TO BE SO GODLY AT THE GAME THAT YOU HAVE TO CARRY THESE SCRUB ASS PLAYERS"




My response is


Diamond will be Diamond, Bronze will be Bronze. Statistics don't lie son. A large enough sample size means you will eventually move up. If you're playing FOTM exclusively and still can't move up after like 300-500 games, it just means you're as bad as your rating says you are.



Not to mention, your statements about HoN make me laugh. Anyone decent at DotA 1 could be 1800+ with their eyes closed in like 20 games when I played. If you were playing in a decent IH invite only, you were 1900+ while smashing scrubs with dumbshit heroes like Deadwood/Fade who were absolute garbage outside of pubs. The fact that you think there's some sort of statistical aberration in HoN only signifies that for a long period of time, you weren't playing as well as you think you were.

User was warned for this post
aintz
Profile Joined August 2010
Canada5624 Posts
December 08 2013 21:18 GMT
#329
roflcopter about hon rating being that easy. please show me your hon account.

its ok soon dota will have mmr and people wont be able to just make up numbers. i hope they also add a mode where you can challenge people who are full of shit to a 1v1 and loser gets their account deleted.
superstartran
Profile Joined March 2010
United States4013 Posts
Last Edited: 2013-12-08 21:28:37
December 08 2013 21:22 GMT
#330
On December 09 2013 06:18 aintz wrote:
roflcopter about hon rating being that easy. please show me your hon account.

its ok soon dota will have mmr and people wont be able to just make up numbers. i hope they also add a mode where you can challenge people who are full of shit to a 1v1 and loser gets their account deleted.



When the two best players were a DXD Meepo player and a retired SC1 pro player, the competition isn't very good. Anyone that played DXD-Invite could easily break 1900. And that's saying alot, considering DXD wasn't even that good (and is the basis from which NADota started).


And if you want to throw down in a 1v1, post on nadota for dat 2 week ban throwdown.
aintz
Profile Joined August 2010
Canada5624 Posts
December 08 2013 21:27 GMT
#331
thank you for proving my point by not linking me to your hon account. if hon mmr was that easy id assume you would atleast have account with 1800 rating unless you are saying that you're god awful.
AndyJay
Profile Blog Joined February 2010
Australia833 Posts
December 08 2013 21:29 GMT
#332
@superstartran

Agreed, HoN rating was accurate and effective in my experience. You could get 10 completely random players >1800 and it would be a decent game.
canikizu
Profile Joined September 2010
4860 Posts
Last Edited: 2013-12-08 21:31:43
December 08 2013 21:29 GMT
#333
Dota2 rank is not the same as HoN's. Everybody starts at 1500MMR in HoN, but in Dota2, you have to play 150 games first to get basic established MMR before playing rank.

Moreover, people keep saying their MMR got dragged down by noobs. What about when they got carried by other better players? The fact is, The chance that noobs are on your team may be the same as the chance that pros are on your team and carry you. The guy that goes 0/10 Antimage in your game maybe will go 15/0 Antimage in the other games. That doesn't make him a bad player, that only makes that particular game a bad game.
ArchmageKruzer
Profile Joined August 2013
64 Posts
December 08 2013 21:31 GMT
#334
so the main thing I'm concerned about is the number of games needed to unlock ranked. In lol, you need to get to lvl 30 before ranked unlocks. This may have changed, but from what I remember way back when I used to play, it took maybe 160 wins to get there at about 50% win rate. (btw if this was the case in dota, I wouldn't be eligible for ranked, because I have just over 150 wins at under 50% win/loss). And that's league, which most people agree is a much easier and mechanically simpler game. Arguably it takes more games in Dota because of the sheer complexity to reach the same level.
Alur
Profile Blog Joined March 2008
Denmark3900 Posts
December 08 2013 21:32 GMT
#335
On December 09 2013 06:22 superstartran wrote:
Show nested quote +
On December 09 2013 06:18 aintz wrote:
roflcopter about hon rating being that easy. please show me your hon account.

its ok soon dota will have mmr and people wont be able to just make up numbers. i hope they also add a mode where you can challenge people who are full of shit to a 1v1 and loser gets their account deleted.



When the two best players were a DXD Meepo player and a retired SC1 pro player, the competition isn't very good. Anyone that played DXD-Invite could easily break 1900. And that's saying alot, considering DXD wasn't even that good (and is the basis from which NADota started).

Testie focused on Dota 1 for more than a year before HoN came out, and also played for top tier teams in the earlier era of competitive HoN. So I don't think he strengthens your argument.
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superstartran
Profile Joined March 2010
United States4013 Posts
Last Edited: 2013-12-08 21:36:27
December 08 2013 21:32 GMT
#336
On December 09 2013 06:27 aintz wrote:
thank you for proving my point by not linking me to your hon account. if hon mmr was that easy id assume you would atleast have account with 1800 rating unless you are saying that you're god awful.



Played when it was PSR, stopped playing when they switched to MMR as I went back to DotA. Not about to waste my time and download the client only to show you my old ass PSR for like 4-5 years ago.



On December 09 2013 06:32 Alur wrote:
Show nested quote +
On December 09 2013 06:22 superstartran wrote:
On December 09 2013 06:18 aintz wrote:
roflcopter about hon rating being that easy. please show me your hon account.

its ok soon dota will have mmr and people wont be able to just make up numbers. i hope they also add a mode where you can challenge people who are full of shit to a 1v1 and loser gets their account deleted.



When the two best players were a DXD Meepo player and a retired SC1 pro player, the competition isn't very good. Anyone that played DXD-Invite could easily break 1900. And that's saying alot, considering DXD wasn't even that good (and is the basis from which NADota started).

Testie focused on Dota 1 for more than a year before HoN came out, and also played for top tier teams in the earlier era of competitive HoN. So I don't think he strengthens your argument.




Testie amounted to absolutely nothing in DotA 1 (granted the NA DotA scene at the time was dead) and Chu was a DXD Meepo pubstar. The point I was making is that the competition in HoN especially at the beginning was absurdly low. It didn't get decent until Hanni and other players like Loda started to play it. So really, anyone complaining that they couldn't get past 1500-1600 in HoN really wasn't all that good.
Alventenie
Profile Joined July 2007
United States2147 Posts
Last Edited: 2013-12-08 21:35:38
December 08 2013 21:35 GMT
#337
You do realize that Testie and us stomped Loda when he played Hon correct? Testie has played against most of the high tier players and you make it seem like he cant even touch them =/. Referencing Testie does not help your argument at all.
AndyJay
Profile Blog Joined February 2010
Australia833 Posts
December 08 2013 21:36 GMT
#338
but in Dota2, you have to play 150 games first to get basic established MMR before playing rank.


That's really not much of a difference. In HoN you had full access to KDA, CS and heroes played so you could easily spot smurfs even with low games played.

My takeaway from HoN's mmr is that it doesn't matter if you get feeders, or if you are in mmr hell, or if you play support, Diamond will be Diamond, Bronze will be Bronze. The statistics come through in the end.
trbisca
Profile Joined June 2013
United States23 Posts
December 08 2013 21:38 GMT
#339
It's pertty awesome that valve is putting in a ranked mmr system, and even more awesome that they are splitting solo and group ques, and normal vs ranked matchmaking. This has been one aspect I've been waiting for, for a long time.
Olympian SC2 and Olympian Dota 2
superstartran
Profile Joined March 2010
United States4013 Posts
Last Edited: 2013-12-08 21:41:07
December 08 2013 21:39 GMT
#340
On December 09 2013 06:35 Alventenie wrote:
You do realize that Testie and us stomped Loda when he played Hon correct? Testie has played against most of the high tier players and you make it seem like he cant even touch them =/. Referencing Testie does not help your argument at all.



Yeah because getting carried by Levent makes Testie gud. Once real competition came to the game (and no I'm not talking about Loda+4 scrubby friends team), Testie got left behind real fast. KDE/Fnatic.Msi/Empire/Most Euro teams/etc. were legit better than [5], and the vast majority of those players like Scandal, Hanni, Levent, Trixi, etc. were way better players than Testie overall.


Point is that at the beginning of HoN's competitive life span, your two top teams consisted of a DXD pubstar in Chu and Testie who was a solid player, but nothing special compared to real competitive Dota 1 players. If you couldn't climb the ladder in HoN, it just meant you simply weren't good.
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