It's more than that, if you don't consider only the TI3 qualifiers. In the past 3 months or so it's still 56%, however that's far from being an autowin. That just means he's a balanced hero and people can counter him efficiently and/or he does not guarantee anything even if you pick him without counters.EG controlled Magnus really well in all the fights and Dendi couldn't just charge in once Rubbick got blink. There's a reason why Magnus has like 45% winrate.
The biggest drawback to Magnus is the fact that he goes solo mid. He can usually hold his own there and get a decent amount of farm by bottle-crowing and spamming shockwave, but he's never going to outright win the lane against most of the other common mids or even do much at all to prevent his opponent from getting levels or farm. So that right there takes away a big avenue to win the game--crushing mid and snowballing out of control. It might happen to him, but he's never going to do it.It's more than that, if you don't consider only the TI3 qualifiers. In the past 3 months or so it's still 56%, however that's far from being an autowin. That just means he's a balanced hero and people can counter him efficiently and/or he does not guarantee anything even if you pick him without counters.
Heroes like skywrath(both as mid and support), QoP with an Orchid or Puck can entirely shutdown a magnus by both outlaning him easily and forcing him to have at least a bkb on top of his blink to get a decent initiation and obviously Rubick can counter initiate really hard in most cases where rubick himself isn't caught. With that said even if you spread correctly and prevent the big RPs, he's still a hero that gives your carry 50%dmg and cleave and can stun through bkb one hero for 3-3.75secs, so makes sense he's still picked, plus his potential for game reversals is high enough that he's worth the spot regardless of him losing most of his lanes or requiring a bunch of farm to actually be useful.
I know there used to be and you could use a code to find what yours was, but that disabled that. There is definitely a rating system because you can see if you're in the Low, High, or Very High ranking via replays.Just started playing this again and had a question. Is there a hidden rating system for public matches?
Haven't been able to find a solid answer on this anywhere.
There's a hidden rating, but the way MM works is fairly foggy so no one really knows how much it contributes and how the teams are made. Anecdotically most people have experienced huge differences in skills at times in certain matches, some claim it's entirely random, some claim MM stacks shitty players on your team when you're winning so you lose. Overall I'd say it's working alright but there's often innacurate ratings due to people being carried or what not as well as longer wait times leading to more unbalanced games and obviously people just having bad games.I don't specifically care about stats per say, I mainly just want to know that there is the potential for me to not get away from games with low skill players.
If there is really just 3 brackets of skill level that is not what I was hoping to hear.
I have been in the "normal" bracket all year but I have noticed that my games have become a "higher skill" on the average even within the normal bracket. People do creep pulls and ward a lot more often than they did in my games back in say, December (not that it took all of six months to actually get there, just an example).I don't specifically care about stats per say, I mainly just want to know that there is the potential for me to not get away from games with low skill players.
If there is really just 3 brackets of skill level that is not what I was hoping to hear.