![]() On the flip side, we’ve started to see a significant decline in the health of Ranked Flex queue where queue times (~7 min on average for 3 person parties) and match quality (2-4 division discrepancies between teams) have diverged significantly. It causes games with duos of imbalanced MMR to impact our autofill/secondary role rates (sometimes double the chances), queue times (~10 second increase for players per game on average), and most importantly-game quality metrics (upwards of a 10% win-rate spread in both directions). That said, we do see issues with Solo/Duo Queue that consistently point to our accommodation of premade duos–this directly adds quality and population volatility into the matchmaking mix. ![]() Lastly, MMR accuracy is strong, where 99% of players are playing with those within a maximum of 2 divisions of their rank with a steady win-prediction accuracy to back it up. Queue times are at a 2 year low in many large regions and hovering firm in our small regions. Solo/Duo queue statusįrom a high level viewpoint, Solo/Duo queue is currently in one of the healthiest states we’ve ever seen.Īutofill is at its lowest ever global rate hovering between 0.5% and 3% of player games. The following info has been shared when discussing the state of competitive in spring 2022 by Cody “ Riot Codebear” Germain, Product Lead for Competitive Gameplay and Behavioral Systems on League of Legends. Riot Revenancer, Systems Lead for the Motivations initiative Emerald rank will live between Diamond and Platinum and represents a roughly similar percentage of players as Platinum does today. In order to mitigate this, we’re adding a new rank: Emerald. What about Diamond and above? It’s important to us that the highest ranks retain the exclusivity and prestige they’ve historically had, so we’re not changing anything about how those ranks are distributed.įlattening the curve without compensating somehow would result in a significant inflation in Diamond. We’re changing that in Split 2 and distributions are going to move to a more even percentage split, centering around gold. However, our ranks have typically biased low, with more than 60% of players typically in Silver and Bronze. This means that Bronze and Silver represent below average/average, while Gold and Platinum represent above average and very good players, respectively. Setting aside Iron at the bottom and Diamond+ at the top, most other competitive ranked games have the equivalents of Bronze, Silver, Gold and Platinum roughly similar in size. Historically, League of Legends has had a very bottom-heavy distribution of rankings. I waited a month before collecting data to ensure its reliability. Season 13 Split II started on July 17th, 2023. Note that duo restrictions based on visible rank are still active, so a player who reaches Master or above will not be able to duo. The restriction on duoing in Ranked Solo/Duo with an MMR of Masters or above is disabled until patch 13.3. In addition to these changes, we’re also changing promotion series between tiers from Best of 5 to Best of 3. ![]() Visible rank is no longer used as matchmaking criteria, only MMR. ![]() Split 1 will start at the beginning of the year in January, and Split 2 will start in the middle of the year. League of Legends will have two Ranked resets in Season 2023. In this way, we will be able to understand how the distribution evolves over time and if there is any difference. The statistics in the graph and the table below consider all the regions and only the ranks in solo queue.Įvery month, I will gather the data and update this article. Even 30 minutes can create a minimum discrepancy. If you notice small percentage gaps, they are probably due to the servers considered and to the last update of their services. There are several websites that gather and share these data after examining the most reliable ones, I concluded that there are almost no differences among their tools. Thanks to the API implemented by Riot, we have access to reliable statistics on the player distribution by tier. ![]()
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