Is it possible to change leagues in starcraft 2




















This new distribution is for all game modes and game versions, not just 1v1 or Legacy of the Void. For any ladder system to be effective, those who earn their way to the top must truly be the best of the best.

Top players will have to compete more frequently if they want to hold on to their spots high up on the StarCraft ladder. Besides maintaining a high enough MMR, Grandmaster players will also need to play at least 10 games every 3 weeks to retain their spot.

Additionally, every day at p. This change ensures that on any given day, only the best and most active players will be in the Grandmaster League. Grandmaster League differs from the other leagues in that the rankings are based purely on MMR, rather than on Division Points. Every day, players will have the opportunity to fight their way into Grandmaster by competing in a new Contender ladder — a provisional battlefield where prospective GM candidates can claim limited spots for promotion.

The Contender ladder holds players overall, and teams in Archon Mode. King of Battles 2. IEM Winter EPL Conference Season V4 Festival Budapest WePlay Academy League S2. ByuN 2. Dark 4. Solar 5. Nerchio 7. INnoVation Rain 2. Flash 3. EffOrt 4. Bisu 6. Soulkey 7. Mini 8. This guide is designed to provide detailed information about the core functionality and design of the Starcraft II ladder, its leagues, and matchmaking.

The information within this guide comes from empirical findings as well as Blizzard developers. Overview Immediately noticeable upon searching for a ladder match is your remaining Bonus Pool.

The Bonus Pool is a reservoir of points that are awarded for wins, doubling your earned points per game until the Bonus Pool is exhausted. The Bonus Pool also absorbs lost points, reducing your Bonus Pool by an amount equal to the number of points you would have lost for that game.

The Bonus Pool accrues at a set rate for each league, whether playing or not. Platinum League -- Gold League -- Silver League -- Bronze League -- Patch 1. Patch 3.

Because of this set rate and because it applies equally to everyone, this essentially acts as a global decay mechanism, separating active players from inactive ones. In a typical division, it's expected that not all players will remain active, so this means that players who consume more Bonus Pool will typically rise above most of the players in their division, because the inactive players' points are decaying relative to the active players.

We can therefore say that your displayed points minus your spent Bonus Pool are your "adjusted points", or points that account for the inflation of the ladder as a result of Bonus Pool. Overview At the heart of the system is a hidden value known as the matchmaking rating, or MMR for short.

Matchmaking rating helps to ensure you play against players around your skill level and influences how many points you stand to gain or lose per match. For this reason, it is extraordinarily difficult to reverse engineer MMR from points. Fortunately, patch 3. Favored System On the post-game score screen, an amount of points are awarded or lost in accordance with what the system determines to be a favorable or unfavorable pairing.

The Favored system compares your opponent's MMR with your adjusted points and calculates an amount of points that the game will be worth if you win or lose. If you stand to gain points or lose , you are Favored; if you stand to gain points or lose , you are Slightly Favored; if you stand to earn or lose points, the Teams are Even.

This value is independently calculated for each team and the results will not necessarily be zero sum. Each player would see the other as Favored and would either earn many or lose few points depending on the outcome. The image below illustrates this.

The important thing to remember is that "favored" does not always mean "better" unless both players' points have approximately reached their MMRs. Until that time, the "favored" indicator only serves to determine how many points a match is worth, and is not an indicator of skill. If your opponent's MMR is below the equivalent of 88 points in your division, that opponent will -- for the purposes of point calculation -- appear to have an MMR equivalent to 88 points in your division.

This means that even if your adjusted points are below 0 and your MMR is far below your division's lower bound, you will see opponents as "Even" and earn the associated number of points for those games. This allows for all players to earn points up to a certain amount and removes the frustration associated with seeing yourself as "Favored" in every match.

Uncertainty The system knows that players may perform at a level above or below their MMR. This is represented as a hidden variance factor called "uncertainty". In conjunction with MMR, uncertainty determines your range of potential opponents, and that uncertainty can increase or decrease, thereby widening or narrowing that range, depending on the outcome of each game.

If no player is in the queue who is within your uncertainty range, that range will gradually increase until a match is found. Uncertainty also determines how drastically MMR changes after a match.

Generally speaking, the system becomes more uncertain about you when you beat a player whose MMR is higher or lose to one with a lower MMR, and less uncertain when you beat a player with a lower MMR or lose to one with higher MMR.

The curve colored blue represents the deviation of skill that this player may exhibit over time. Any player knows that there are external factors that may affect your play: playing on tilt, being unusually focused, getting distracted. The uncertainty curve is a graphical representation of that level of inconsistency. Players who are found to be close to your MMR which would be near the peak of your curve should statistically be a close match.

The example image above shows a second player that has been matched with the first. The overlapping area represents the statistical probability of a close match.

Based upon the size of the overlapping area, if Player 1 is playing well and Player 2 is playing poorly, the outcome would be roughly Note that generally speaking, the uncertainty value will steadily drop over time. After enough games, it will settle at a minimum value which is still enough to move gradually across leagues.

Placement Matches When starting a new team or game type, your MMR from other game types is used as a starting point for your first placement match. After the first placement match, that new team or game type's MMR is separate. This allows players to immediately start playing against players close to their skill level from the very first game.

How do you view other players in your division? If these should be asked as individual questions, please let me know. Best Answer. They poll your skill randomly and decide weather or not to bump you one way or the other. I'm dead! I can promise you that. You'll at least have a chance to get your feet wet and experience some of the tech tree before you get rolled. Players are ranked within their division based on their Points. The function of points is to determine a player's rank within their division.

After having completed their placement matches, players start out with 0 points. The number of ladder points is only weakly correlated to skill.

Especially if players have unspent bonus pool, ladder points tend to measure activity level much more strongly than performance. On November 15, , Blizzard released a chart for season 4 explaining the point cutoffs required to almost be guaranteed a promotion. The charts also contain information for team formats and for all regions.

Note that this chart reflects the Wings of Liberty ladder, and no such chart has been published for Heart of the Swarm, where the league populations, bonus pool accrual rate, and season length are different.

You earn or lose points by winning or losing matches, respectively. To simplify how it works in practice [11] :.

As of Patch 2. When a game is lost, points are subtracted from the bonus pool of the player. The Bonus Pool is the sum of all "bonus points" a player can get, which are added to the rating points a player earns after a victory or, in the case of a defeat, points are deducted from the bonus pool rather than the player's ladder points. The Bonus Pool serves two purposes: to encourage players to play games so their points are always trending upward, and as a global decay mechanism since all players have equal access to the same amount of Bonus Pool.

Players receive Bonus Pool points at a set rate per league. Before Season 3, all players received points at the Master league original rate.

Season 3 introduced a separate accrual rate for leagues below Master. A player joining StarCraft freshly after the start of a season instantly receives the Bonus Pool as if he started at day 1 of the Season.

This change was made in Patch 1. Bonus pool accrual rates have been tuned for team matchmaking modes to make them more competitive: [4]. This rating decides which opponents a player will meet, and tries to quantify their skill level. Each play-season the visible points will be reset, while the skill rating, MMR, stays intact.



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