1. Number of characters on roster – Roster diversity earns D3 money (HP for slots, ISO to level), tough MMR drives people away. Folks should not be penalized for wanting every character, should not be penalized for wanting four maxed Juggy’s for the rare 1* event.
2. Total amount of levels on roster – For a similar reason, six Juggy’s shouldn’t tell MMR that the player has another 240 levels of character on their roster.
3. Total amount of covers on roster – simply having lots of covers for potential high level characters does not mean you have the ISO to level those characters.
4. Level of characters played when boosted – boosted characters in any event are an invitation to use that character, it should not be a penalty to use one.
5. Total number of days played – what if someone puts down the game for a month for vacation? What if someone only stops in for the first couple months for the daily reward?
6. Number of days played recently – I hear stories of easier Season X if season X – 1 was skipped. This is encouraging people to not play the game, which should never be done. Similarly, total amount of time played should not be used.
7. Number of matches played – this tells you nothing about a roster, except how much a person enjoys playing. It may be an indicator they lose a lot, and have to try to make up for it by winning about as much as they lose.
8. HP or ISO currently owned or accumulation spent – again this will tell you very little about a roster. Nor should other items (boosts/health packs) accrued be used – some folks are simply hoarders, some don’t use particular items.
9. Defensive matches won – Tankers are looking for teams to lose to, so having defensive wins count against MMR is ridiculous.
10. Number Wins compared to losses – If this is part of the MMR, you will get what you have : lots of time wasted by killing off your roster over and over to make sure you are in the “right” bucket. This is easy to manipulate in either way, and shouldn’t be a determinant factor.
11. Team level differential, either for wins or losses – Tankers are intentionally putting out low-level teams, why punish those that take them on? Luck has a decent factor in any match, why punish teams who beat higher-level teams with boosts, or give benefit to those who lose (possibly intentionally)?
12. Based on current PVP/Season rank – This discourages anyone from playing the PVP events through entirety, instead rewarding joining late and playing late. Some brackets may be full of 166’s and some full of 50’s, it would make no sense to pair them when both ranked in the top 25 of Shield (for example).
13. PVE/Lightning rounds – these are vastly different styles of gameplay, I would hope they have no effect on the PVP bucket.
I’ve been compiling this for myself and adding to it over the last couple of seasons, it seems that the new MMR “test” is a good time to put it out there. There are plenty of MMR/Sharding complaints, some of these I wonder about and some I hear whispered about. I’d love to hear the Developer comment to let the user base know if any of these are used, and the reasoning behind it. I have personally seen weird MMR movement that looks like a few of these were involved.
Ideally, the Developers would lay out some “Rules of the Game” and let everyone know how their game works behind the scenes, so ridiculous guesses don’t have to be made. Perhaps they would get a few good suggestions on how to improve MMR from the community.