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vS Heroic Tavern Brawl Data Report - in collaboration with HSReplay
Greetings!
The Vicious Syndicate Team is proud to present the 1st Heroic Tavern Brawl Report in co-operation with HSReplay.net, who have provided the data to create this report. We’d like to thank them for their contribution and encourage the community to check them out and try some of the tools they have developed for the community.
The sample consists of over 200,000 games! In this report you will find:
• Class/Archetype Distribution By Heroic Brawl Win Count
• Class Frequency By Heroic Brawl Win Count
• Interactive Matchup Win-Rate Chart specific to the Heroic Brawl
• vS Power Rankings specific to the Heroic Brawl
The full article can be found at: Heroic Tavern Brawl Analysis
We are looking forward to your comments and feedback, and for the new Meta as well!
Thank you, The Vicious Syndicate Team
Iksar
There are arguments on both sides, if we decided to change matchmaking, players that are used to winning 6-7 wins a run would go to winning 3-4 wins a run overnight. Right now you are asked to pay an entry fee to enter the arena, and if you are better than the average player most of the time you will be rewarded. There are lots of game types with very little matchmaking that are fairly successful. Most live tournaments don't have matchmaking, and the best player is usually rewarded by winning the largest prize. It's not clear to me that is totally wrong, but it does limit how friendly your game mode is to new players or weaker players looking to get better.
Iksar
I mentioned this somewhere else, but perception/win rate was somewhat of a theory discussed for arena specifically because of how the matchmaking works, not for any other game mode where that argument is far less relevant.
Iksar
To be clear on the perception correlation to win rate argument, it really only applies to matchmaking systems where the average match has players with a fairly large disparity in skill. Any mode (like ranked) that specifically attempts to match players with close to the same skill, or any mode where the type of player that enters the mode in the first place (heroic TB) is similar, this has less of an impact (or none at all). Arena has a huge variety of skill levels that end up playing against each other, and is where the theory of perception affecting win rate comes from.