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Active: 2308 users

Welcome to Season 2 of Competitive Play

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tokinho
Profile Blog Joined December 2010
United States792 Posts
September 02 2016 01:04 GMT
#1
[image loading]

Once again, it’s time to put your Overwatch skills to the test—the second season of Competitive Play starts today! Before you get started on your placement matches, we wanted to give you the rundown on some of the updates we’ve made since the end of season.

[image loading]

For season 2, we’ve retooled the skill rating system. Instead of measuring player ratings on a 100-point scale, skill ratings will now range from 1 to 5000. This expanded scale should give players more detail about how their skill rating changes on a game-by-game basis.

We’re also implementing skill rating decay. Now, players with a skill rating above 3000 will need to stay active in order to maintain their status. If they aren’t able to complete at least one competitive match every 7 days, they will lose 50 points from their skill rating for every 24 hours they’re out of the action. The decline will stop once the player completes a competitive match, and their skill rating won’t drop below 3000.

[image loading]

[image loading]

In season 1, skill rating became a central part of nearly every conversation about Competitive Play. Because skill rating was the only gauge players had for their relative performance, and because the number constantly fluctuated throughout the season, changes in value could be frustrating. We didn't intend for competitive players to focus on that one number, and so this season, we’re introducing seven discrete skill tiers. Depending on their skill rating, players will fall into one of these tiers, but climbing into the next tier is possible as you improve.

Here’s the breakdown:

[image loading]

Each tier has a unique icon that will be displayed next to a player’s name, so you’ll be able to size up your competition at a glance. A detailed breakdown of the skill tiers, along with icons and information about the corresponding skill ratings can be found by pressing the “Information” button under the Competitive Play menu.

For most skill tiers, players won’t be moved down at any point during the season after they’ve been promoted into a new tier—even if their skill rating falls below the cutoff. However, players in the Master and Grandmaster tiers need to maintain the minimum skill rating, or they’ll be moved into a lower tier.

[image loading]

In an effort to help provide a fair play environment across all skill levels, we’re implementing grouping restrictions in Competitive Play. In most tiers, players will be unable to group if they have a skill rating difference of more than 1000 from their potential group mates. However, in the Master and Grandmaster tiers, the difference will need to be less than 500, and players who are Diamond-tier or above cannot group with someone who is completing their placement matches.

[image loading]

[image loading]

Sudden Death is being removed this season, and we’ve incorporated an improved version of the time bank system that we’ve been using for Overwatch’s Assault maps into our Escort and Assault/Escort maps. If you’re not familiar with the system, here’s how it works.

Throughout the match, the game keeps track of how much time each team has left on the clock. When a competitive match is tied after both teams have played one round on offense and one on defense, a new attack/defend rotation will be played using the time bank system. The amount of time that each team will have for the second round depends on how much time was left on the clock at the end of their previous round.

[image loading]

When the second round is initiated, teams with less than 60 seconds remaining will have their time increased to 60 seconds, and an equal amount of time will always be added to the opposing team’s clock. Also, on Assault and Assault/Escort maps, it’s possible for the match to end in a draw if both teams are tied when the clock expires.

The overall round length of each competitive match has also been shortened by 60 seconds, which means players will have less time to capture points and escort payloads in the second season.

If you’d like to know more about the system, you can find a detailed breakdown over on the forums.

[image loading]

We’re also updating our Competitive Point system. In season 2, players will now receive 10 points for winning a game. The cost of Golden Weapons will also be multiplied by 10, meaning that golden weapons will now cost 3,000 Competitive Points instead of 300. This increase allows us to reward players for participating in Competitive Play when the match ends in a draw.

[image loading]

Also, we’re adding a soft cap to the number of Competitive Points that players can accrue. Once a player has collected 6,000 points, they will no longer accumulate points by winning games. They will, however, be granted the end-of-season rewards.

[image loading]

[image loading]

The Top 500 system is also undergoing a little refinement. In season 2, players will need to win at least 50 games to be eligible for a spot in the Top 500, and they’ll also need to remain active throughout the season if they want to hold on to their spot. Anyone who hasn’t played a competitive match within seven days will automatically drop out of the Top 500.

[image loading]

[image loading]

Throughout the first season, one of the biggest pieces of feedback that we received had to do with people leaving during competitive games. Leaving is something that we want to actively discourage, and we’re rethinking the penalties that occur when someone leaves a competitive match.

We recently added a 10-minute penalty for any players who leave an in-progress match, and starting in season 2, players will need to complete more matches without leaving before their account is returned to good standing.

[image loading]

[image loading]

Now that you’re up to speed on the latest changes to Competitive Play, it’s time to put your skills to the test. Season 2 is live right now on PC and Xbox One, and it’s heading to PlayStation 4 very soon.

Be sure to follow us on Facebook, Instagram, and Twitter for a steady stream of Overwatch information, and we’ll see you on the battlefield.

--------------------------------------------------------
Source
Smile
tokinho
Profile Blog Joined December 2010
United States792 Posts
September 02 2016 01:06 GMT
#2
A hair earlier than everyone expected. Maybe this will help reduce early ddos attacks from cheater who pay people to ddos blizzard servers.

Will be interesting to see if the Mei, Dva, Mercy, Ana Meta will stick.
Smile
ZeromuS
Profile Blog Joined October 2010
Canada13406 Posts
September 02 2016 01:41 GMT
#3
LETS GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

(I have earned the right to make this shitpost)
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
FaCE_1
Profile Blog Joined December 2006
Canada6184 Posts
September 02 2016 02:32 GMT
#4
I'm sad... i need to miss the first 2 weeks of the season since i'm working away from home...

Will be ready in 2 weeks !!
n_n
tokinho
Profile Blog Joined December 2010
United States792 Posts
September 02 2016 03:13 GMT
#5
On September 02 2016 10:41 ZeromuS wrote:
LETS GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

(I have earned the right to make this shitpost)


3500 rating
Smile
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
September 02 2016 03:20 GMT
#6
On September 02 2016 10:41 ZeromuS wrote:
LETS GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

(I have earned the right to make this shitpost)

This.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
yamato77
Profile Blog Joined October 2010
11589 Posts
September 02 2016 04:40 GMT
#7
Any tlers want to stack with me for placements?

I'll be online tonight in the discord chat in the Overwatch voice channel.

my tag is yamato77#1341
Writer@WriterYamato
Dromar
Profile Blog Joined June 2007
United States2145 Posts
Last Edited: 2016-09-03 13:02:07
September 03 2016 12:58 GMT
#8
Seriously, why did they put a gap at the bottom of the gold symbol? It looks like a cameltoe.

None of the others are like that. Am I the only one seeing this?

edit:

In general though, season 2 is so much better without coin flip, and I like the new rating system too.

But there are a couple things they need to fix:

1) When a player leaves, the notification that you can leave without penalty stays in the top-center of the screen and blocks the payload progress bar. So if you choose to stay and play, you have to deal with that annoyance.

2) When you lose a game, you have to wait for it to say the final score and declare victory for a team before you can leave without penalty. It's a solid 10 seconds after the game has actually been decided before you can leave without penalty.
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
Last Edited: 2016-09-03 14:54:57
September 03 2016 14:54 GMT
#9
On September 03 2016 21:58 Dromar wrote:
Seriously, why did they put a gap at the bottom of the gold symbol? It looks like a cameltoe.

None of the others are like that. Am I the only one seeing this?

Now that you mention it, can't unsee.

edit:

In general though, season 2 is so much better without coin flip, and I like the new rating system too.

But there are a couple things they need to fix:

1) When a player leaves, the notification that you can leave without penalty stays in the top-center of the screen and blocks the payload progress bar. So if you choose to stay and play, you have to deal with that annoyance.

2) When you lose a game, you have to wait for it to say the final score and declare victory for a team before you can leave without penalty. It's a solid 10 seconds after the game has actually been decided before you can leave without penalty

I agree about the notification. The 10 seconds doesn't bother me too much.

Overall much better season than the previous one.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 03 2016 15:50 GMT
#10
oh shit I almost forgot about the 50 wins. I want animated route 66 as well. Can't beat animated Illios though.
SoleSteeler
Profile Joined April 2003
Canada5459 Posts
September 04 2016 01:54 GMT
#11
Went 4-3-3 in placements, got into low gold. Won 4 or so in a row since then. Maybe I can hit platinum by the end of the season!
29 fps
Profile Blog Joined March 2008
United States5725 Posts
September 04 2016 08:28 GMT
#12
they should really have a separate rating for solo queue... they have that for sc2, they can do it for ow.
4v4 is a battle of who has the better computer.
xDaunt
Profile Joined March 2010
United States17988 Posts
September 05 2016 18:19 GMT
#13
Does anyone know what the bell curve for the new skill ratings looks like? What's the median?
Valiver
Profile Blog Joined February 2011
Caldeum1977 Posts
September 05 2016 18:21 GMT
#14
On September 06 2016 03:19 xDaunt wrote:
Does anyone know what the bell curve for the new skill ratings looks like? What's the median?

http://masteroverwatch.com/leaderboards/pc/global/mode/ranked/category/skillrating is probably the best info atm.
Writer
ZeromuS
Profile Blog Joined October 2010
Canada13406 Posts
Last Edited: 2016-09-05 18:39:43
September 05 2016 18:37 GMT
#15
I get trying to use a bell curve, but when almost half of your games population is in ONE skill bracket, something is wrong with how you've applied the curve, or the labels on the curve.

Imagine if platinum in SC2 was equivalent to nearly 40% of the games population? Thats just wonky.

They should really apply a different curve to the population imo. As it is right now top 500 is both grandmaster and master tiers. I'm surprised top500 isnt a subset of grandmaster for example. Or make it like sc2, grandmaster IS top 500 and master is some % of the population like top 2 or 3%
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
September 05 2016 20:39 GMT
#16
On September 06 2016 03:37 ZeromuS wrote:
I get trying to use a bell curve, but when almost half of your games population is in ONE skill bracket, something is wrong with how you've applied the curve, or the labels on the curve.

Imagine if platinum in SC2 was equivalent to nearly 40% of the games population? Thats just wonky.

They should really apply a different curve to the population imo. As it is right now top 500 is both grandmaster and master tiers. I'm surprised top500 isnt a subset of grandmaster for example. Or make it like sc2, grandmaster IS top 500 and master is some % of the population like top 2 or 3%

Isn't Master Overwatch opt-in? Sites like that are always horribly skewed on the tail ends (bad or non-serious players don't care about stat tracking, top level players generally don't care about their placement/comparative ranking on public ladder).
Average means I'm better than half of you.
ZeromuS
Profile Blog Joined October 2010
Canada13406 Posts
September 05 2016 22:39 GMT
#17
On September 06 2016 05:39 WolfintheSheep wrote:
Show nested quote +
On September 06 2016 03:37 ZeromuS wrote:
I get trying to use a bell curve, but when almost half of your games population is in ONE skill bracket, something is wrong with how you've applied the curve, or the labels on the curve.

Imagine if platinum in SC2 was equivalent to nearly 40% of the games population? Thats just wonky.

They should really apply a different curve to the population imo. As it is right now top 500 is both grandmaster and master tiers. I'm surprised top500 isnt a subset of grandmaster for example. Or make it like sc2, grandmaster IS top 500 and master is some % of the population like top 2 or 3%

Isn't Master Overwatch opt-in? Sites like that are always horribly skewed on the tail ends (bad or non-serious players don't care about stat tracking, top level players generally don't care about their placement/comparative ranking on public ladder).


It was opt in when it first released but I am pretty sure it uses an api call on the full playerbase now.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
September 06 2016 02:40 GMT
#18
There's something pretty satisfying in the fact that I'm the first master I've seen on live servers

Brag
+ Show Spoiler +
[image loading]
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
29 fps
Profile Blog Joined March 2008
United States5725 Posts
September 06 2016 09:04 GMT
#19
I don't know if the system does this already or not, but I think that if there is a leaver, the rest of the team shouldn't lose as many points because it's a 5v6 and the other team shouldn't get as many (for the same reason). It's really discouraging to continue playing handicapped knowing that you're very likely going to lose.
4v4 is a battle of who has the better computer.
SheaR619
Profile Joined October 2010
United States2399 Posts
September 07 2016 05:27 GMT
#20
On September 06 2016 18:04 29 fps wrote:
I don't know if the system does this already or not, but I think that if there is a leaver, the rest of the team shouldn't lose as many points because it's a 5v6 and the other team shouldn't get as many (for the same reason). It's really discouraging to continue playing handicapped knowing that you're very likely going to lose.


The problem with that is that if the enemy team que as a group, they can just ask one of their friend to leave thereby lessening the amount of MMR lost the rest of the party would suffer.

It also negatively impact the winning team too since all the effort they put into just felt wasted because someone left at the last minute.

I believe it should only factor in win and lost. As the season progresses, considering how harsh the leaving is, it will deter people from leaving as much. Supposly you can get banned for excess leaving and such
I may not be the best, but i will be some day...
29 fps
Profile Blog Joined March 2008
United States5725 Posts
September 08 2016 01:50 GMT
#21
On September 07 2016 14:27 SheaR619 wrote:
Show nested quote +
On September 06 2016 18:04 29 fps wrote:
I don't know if the system does this already or not, but I think that if there is a leaver, the rest of the team shouldn't lose as many points because it's a 5v6 and the other team shouldn't get as many (for the same reason). It's really discouraging to continue playing handicapped knowing that you're very likely going to lose.


The problem with that is that if the enemy team que as a group, they can just ask one of their friend to leave thereby lessening the amount of MMR lost the rest of the party would suffer.

It also negatively impact the winning team too since all the effort they put into just felt wasted because someone left at the last minute.

I believe it should only factor in win and lost. As the season progresses, considering how harsh the leaving is, it will deter people from leaving as much. Supposly you can get banned for excess leaving and such


Good point. I didn't think about people leaving last minute. I suppose maybe they could stop applying the rule at the last checkpoint or after 2 games on a KotH map.

It's just frustrating to see people leave after one side is done and then having to play handicapped for the second half even though we haven't even lost yet.
4v4 is a battle of who has the better computer.
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
September 08 2016 02:20 GMT
#22
Ultimately I think it's more healthy to think of Overwatch as a game of numbers. There are variables you can't control for (trolls, idiots, disconnects, leavers, ragers, etc.). It evens out because it happens more or less equally often on your team as it does on your opponent's team, even though it may feel like the universe is out to get you specifically .

So yeah it averages out in the end, you have to use your skill to edge out wins despite that.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
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