We’ve recently implemented a change on PC, PlayStation 4, and Xbox One so that, if a player leaves mid-match, it will no longer affect how Skill Rating is adjusted at the end of a match.
Some context behind this change:
When you are you placed into a Competitive Play match, the game calculates each team’s probability of winning. This calculation helps identify how evenly matched two teams are, which in turn informs how your Skill Rating will be adjusted following a win or loss. Right now, the way system works is that if your team is favored to win, you will gain less Skill Rating for a win and lose more Skill Rating for a loss. And if your team is NOT favored to win, you will gain more Skill Rating for a win and lose less Skill Rating for a loss.
Previously, if a player from either team left mid-match, the game would automatically recalculate each team’s probability of winning. The assumption was that if a team was a person down, the odds of them winning would go down, too, and that the most accurate thing we could do was account for this when adjusting each player’s Skill Rating at the end of the match.
Despite being more accurate, we received a lot of feedback that this recalculation just didn’t feel great and that it incentivized bad leaver behavior—which is last thing we want to do in Competitive Play. As a result, the game will no longer recalculate each team’s probability of winning whenever one or more people leave, and instead will scale off the probability originally established at the beginning of the match (just as it would it there were no leavers).
From a technical perspective, this will make Skill Rating adjustments a little less accurate for that specific match, but it should ultimately feel better for the players who stay and finish it out (plus, your Skill Rating will correct itself the next time you complete a match with no leavers). We also hope this will remove the incentive to “troll” a winning team by leaving, since it will no longer have an impact on anyone’s Skill Rating.
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As always, we'll continue to keep an eye on Competitive Play and make quick improvements whenever possible. Thank you so much for your feedback and helping us make Overwatch better.
In case you've missed any of our other updates re: Competitive Play, here are links to the most recent and relevant discussions:
We're looking to add the "time bank" system from Assault maps to Escort and Hybrid maps for Season 2
Coin Flip and Sudden Death are being removed for Season 2
In the interim, Sudden Death duration has been calibrated on a per map basis
Fixed an issue that was causing players' Skill Rating to not be correctly adjusted when playing on Control maps
If you leave and then rejoin an in-progress Competitive Play match and your team wins, the game will no longer track the match as a loss in your placement match history or when determining the amount of Skill Rating you receive for completing a match
If you leave and then rejoin an in-progress Competitive Play match, you will no longer receive a competitive "leave" penalty
We feel that Overtime is lasting a little too long and are experimenting with some possible changes