Sep 14, 2016
Blizz, to improve the calibration system add a rule requiring everyone to stay in the game to end. If someone leave, the game do not count on the calibration.
Because how the system will can calibrate sorrectly if some matchs you need to wait 1 minute afk in the base to leave or wait some people on the other team just leave because someone ragequit the game.
Also, make the punishment for leavers more severe. Some time sh*t happens and you will need to leave. Ok, everyone can udertand this. But this 10 minuts ban for leave look like a joke. This punishment need to be 24h at least. And 3 leaves in a row season ban.
Sep 15, 2016
The reason we don't nullify a match if someone leaves after the match has been going for over a minute is because that would create a scenario where players are encouraged to leave matches that are going poorly for their team. The possibilities for collusion are far too great. It's clear that players do not like matches that involve leavers. The last thing we want to do is give players a gameplay impacting reason to leave matches (such as nullifying the match results for their buddies... or even strangers).
We did severely increase the penalties for leavers in Season 2. If we have room to increase these more, we will. We are constantly trying to balance the complaints of players who legitimately get disconnected (and therefore take a leaver penalty) with players who want leavers punished more aggressively. We're basically calibrating toward an acceptable place. But the penalties are a lot more aggressive than Season 1. If we can increase them without causing legitimate players to have a bad experience, we will.
Sep 15, 2016
Posted by iSinner
Did you consider restricting entering another game while the left game is still in progress, leaving the only option to rejoin the left game for the leaver?
This is how the system works. If it ever does not behave this way, that'd be a bug...
Sep 15, 2016
Posted by Vgman
Have you considered altering game rules to accommodate for leavers? Such as more hp for the down team or longer res timers for the team that has a full 6 man?
Not enough to make leaving a viable winning strat but enough so that a possibility of victory still exists for the team that's down a player.
We have discussed ideas like this but generally we're not fans of "catch up" mechanics. They are very challenging to balance. Usually, there ends up being a perception of the "catch up" mechanic either being too strong and therefore unbalanced or not strong enough, in which case, why have it? We want there to be a "feel" to OW, meaning that you know what it takes to kill Tracer or Widowmaker and having that feel different seems off to us. We have similar feelings about increased spawn times or ult generation.