TL,DR version: MMR penalizes players in Versus mode for improving their roster, while Story mode gives players control to experience higher difficulties gradually as their roster improves.
So a little backstory- I’ve been hoarding CP for a while, and on Friday a friend of mine convinced me to bust open the hoard and start buying Classic picks. I’ve been a 3* champ tier player for a while now, with just the dregs of the 3star tier left un-champed, and I have been slowly accumulating 4stars but have been worried about HP to roster them all.
Like I said, my friend convinced me that it would be to my benefit to spend some CP and champ Rogue (was 4/1/3 at the time) and up my Story game a bracket or so, score higher placement, etc. Once I started opening the packs it was addictive, and I was getting really excited at the prospect of being able to level/use a few of the better-covered 4stars in my roster!
…Then I tried to play the Eye For An Eye versus match, and apparently due to having a single (one) (1) champed 4* character (Rogue) along with a number of one-cover/non-leveled 5stars has bumped my MMR up where I am CONSTANTLY being matched against full-4*-champed teams, often boosted/champed 4stars in that event. Literally 24 hours prior, I was being matched against 3star champion teams, so with no change to my activity in Versus. I have heard discussions of a hidden MMR and its effect on players, but I figured that surely the single champed 4star wouldn’t suddenly demolish any chances I have of playing predominantly 3* teams with maybe other 3*/3*/4* teams like mine would be, right? HA.
So I thought about it, and I want to do a bit of compare/contrast between Versus and Story mode:
Story mode:
- Players are allowed to select any CL they like, other than the minimum level requirements (that are laughably low, by the way) that keep players from immediately jumping to an unreasonable difficulty level before trying out story mode.
- Players are presented with clear outlines of the levels of the enemies they will be facing, and can use that as a rough gauge by which to pick a CL.
- Players are presented with intelligible reward schemes which are graded fairly well for the challenge level of the CL
Versus mode:
- Players are forced into higher CLs than they might like as a clumsy effort to encourage higher level players to leave the newbies alone, instead of having the rewards scale appropriately and drawing the higher level players naturally to the higher brackets.
- Players are given NO indication of the quality of opponents which will be selected for them anywhere in the game’s UI. The CL appears to have zero impact on the quality of opponents that will be faced. Instead, it appears that players’ rosters are mathed into an MMR. This MMR:
a) Fails utterly to account for disparities between characters in game balance (how can it?)
b) Appears to be laughably clumsy, as a single champed 4star in my roster apparently means that I’m supposed to only see full 4star champ teams as opponents - Players are presented with a sane Placement reward scheme and a complete garbage progression scheme, with rewards at low brackets that are 100% unachievable for players at the appropriate roster levels, and the majority of which high level players are often able to trivially scoop up in a few games, making “win-based progression” unappealing for them.
I got to ~1969 in Shield Sim this afternoon, after a couple of levels of hard uphill slogs against better teams, and hit a solid wall of R&G/G4mora/Medusa. I skipped dozens of those teams before finally settling for another 4/4/4 team. By the time the match ended, I had taken 2 hits and was lower than I started, and I looked to see that I had been attacked (and I assume trivially destroyed) by a couple of R&G/G4mora/Medusa teams, full champed of course. Apparently that’s considered a reasonable match by the in-game matchmaker?
So, to round it all out, that’s why I argue that the in-game matchmaking system is broken, and leads to players being penalized for improving their rosters. This is a poor experience for players, and discourages them from continuing to be playing (and paying) customers. A sane matchmaking system would allow players to self-segregate by CLs, and a sane rewards scheme would encourage players to move up CLs to fight for bigger and better rewards naturally as their rosters improve and they feel capable of competing at a higher level. This system where CLs mostly don’t matter except that they force players whose rosters are still improving into higher CLs for no obvious reason to compete for rewards that they may find unachievable is dumb. It’s even more stupid that I can be in the exact same CL one day, facing predominantly champed 3star opponents, and the next day I’m fighting predominantly champed 4star opponents because I have leveled one character with zero indication of what’s going on in the in-game UI and zero ability for me to voluntarily reduce my potential rewards by reducing my CL to maintain a playable experience.
Note: I have zero interest in being lectured about how I should have done exhaustive forum research to figure out the vagaries of Versus MMR before doing precisely what the in-game UI is constantly encouraging me to do. If the only way to prevent a player from getting demolished in Versus due to broken MMR is to deliberately avoid leveling your characters, the developers of the game have a responsibility not to encourage players to do the exact opposite, and avoid leveling their characters! Isn’t the whole point of the game to recruit new and better characters, and train/level them up to fight bigger and better things? The problem is that the clumsy, invisible Versus MMR and the clumsy, half-baked Versus CL systems give growing players a great big reality check right to the face.
I hope the devs will read this and consider the impact that MMR is having on this sample size of one. I reallydoubt that I’m the only semi-casual player (maintained VIP for several months now, play every event aggressively but rarely buy other currency in-game and don’t shield much in Versus) to ever save up for a CP hoard, crack it open and get progressively more excited about using my new characters, and then to have those hopes get dashed on a wall of inappropriate versus matchups.