TL;DR Valorant's ranking system is based on a combination of match outcomes, individual performance, and hidden matchmaking rating (MMR). Players earn or lose Rank Rating (RR) points after each game, which determine their rank.
Rank Rating (RR) and Match Outcomes
In Valorant, players gain or lose RR points based on the outcome of a match. A decisive victory typically results in more RR gained, while a close loss may result in fewer RR lost [2:2]. The round difference also plays a significant role, with larger margins of victory leading to greater RR gains
[5:4].
Individual Performance and Average Combat Score (ACS)
Individual performance impacts RR through the Average Combat Score (ACS), which takes into account not only kills but also first bloods, multikills, and other impactful actions during a match [2:1]. However, the system doesn't solely rely on kill/death ratios, as utility usage and other factors can contribute to performance-based RR bonuses
[4:8].
Hidden MMR and Rank Adjustments
Valorant uses a hidden MMR system that influences how much RR you gain or lose. If your visible rank is lower than your MMR, you'll gain more RR for wins and lose less for losses, and vice versa if your rank is higher than your MMR [4:3]. This system aims to align your rank with your skill level over time
[4:6].
Promotion and Demotion Mechanics
Promotions and demotions are influenced by your current RR and MMR. When you reach the threshold for a new rank, you start at the bottom of that rank, which means a couple of bad games could quickly lead to demotion [5:5]. Conversely, consistent good performance can lead to promotions even if individual matches don't seem particularly outstanding
[5:2].
Community Perceptions and Criticisms
The Valorant ranking system has received mixed feedback from the community. Some players appreciate the transparency and challenge it offers compared to other games [1:1], while others find it confusing or frustrating due to its complexity and perceived inconsistencies
[5:8]. Despite these criticisms, the system's combination of team success, individual performance, and hidden MMR attempts to provide a comprehensive measure of player skill.
i’ve recently started playing valorant and i love the ranked system, you may not like it personally but i think it’s great, coming from games like marvel rivals where grandmaster is considered mid elo because wits so easy to get to, it’s so refreshing playing a game where winning in iron or bronze only gives you 20 ish rr for winning a game, also the points you earn are reflective of how well you play which i think is great, in rivals the difference between top and bottom frag i’d like 5 points but in val i could carry a game and get rewarded with 30 points while the bottom frag only gets like 8 which i think is a really good system, a long with the fact that the game prevents you from immediately de ranking when you rank up.
if you disagree i would love to hear your thoughts
I agree. Riot's ranking systems (val, lol that I've played) are so much better than most just because they're hard and actually have a decent skill distribution. Apex (other game I play), if you don't hit diamond (3rd highest rank), you're not very good at all. Whereas master in lol or asc in val is still very good and a fairly small % of the overall population
I remember in csgo NA most serious players went to FACEIT, but the majority of people still played valve matchmaking. They published the rank distribution and something like 55% of all players were in silver which is the valorant equivalent of Iron.
Imagine putting more than half of your player base in Iron and just having that for OVER A DECADE. Your lobbies were literal dice rolls where (in valorant terms) you could potentially have someone at the skill level of a basically an Ascendant 1 player and someone at the level of an Iron 1 player in the same lobby… except there’s a high likelihood that neither player had ever made it out of Iron before.
A couple years before cs2 came out, they did attempt a redistribution and it got decently better…
Idk if it's ascendant bad for the range but gold/plat seems very likely. I wasn't good at csgo when I was a kid but most ppl were rlly rlly bad but it was hard to rank up (definitely possible just feels impossible cause you can't see how close you are
as someone who hit master and diamond a couple times i agree the early ranks feel like bot lobbies
Val’s comp system is def pretty competent compared to a lot of other games, doesn’t mean it’s not ass tho lol
people will always complain. no system is perfect. the whole hidden mmr thing can be very annoying. but in the grand scheme of things, i agree with you. the transparency is so refreshing. can you imagine playing ranked counter strike years ago, with no real elo system in place. you're just left praying that after your 10th consecutive ranked win maybe gaben will bless you with a rank up.
performance-based rr doesn’t belong in a tactical fps where playing smokes or info gets punished because the winning teams top fraggers gain more elo than the rest (this incentivizes all players to insta-lock duelists), i think it’s a bad system to be honest
fair points, but do you not get assist when enemies are killed in smokes, while flashed or stunned? which i assume effects rr
You do, also any competent smokes player or senti will get plenty of kills. Deulists dont magically get more kills, its just that people who are more prone to taking fights play them so they end up getting more kills. Put that same player on brimstone and they will still drop 30 while still providing good util. Its not one or the other at all and people parrot this idea because they crutch their util too much and dont know how to actually play
I like but i cannot understand why some games i destroy the lobby and everyone is slow as a turtle and right the next game or the game before that im playing against a team of 4 jon wicks and their dog.
I always felt that the ranking system was based on the score, and on your own performance but less. But i just won a game 13-5 i went 16-10 kd, and got a slightly increase. Before, i got a 13-11 win 18-18 kd, gut greatly increased. I dont see why. I have no clue anymore about the ranking system. Can someone explain the system in its entirety
Closer games means the matches were prob harder therefore more points. I’m guessing your 13-5 was a sweep so the game was easier, therefore less gains
This is objectively false as it is stated in the game itself that decisive victories will lead to higher rating gains.
If you went 13-5 but had the lowest acs on your team while when you won 13-11 you had the highest, it does make sense
After rounds won vs loss (ex. 13-5), it's average combat score, not kill death ratio.
Post game you see the leaderboard which shows average combat score (ACS).
Things that increase your ACS beyond just kills are having first bloods or early kills, and multikills.
You can have two players get the same amount of kills but the one who got them earlier in the round and had multikills gets a higher ACS.
The ranking system also takes into account your rank and the enemy teams rank.
In your 13-11 win you might have had a higher average combat score and the enemy's rank was probably higher.
Ty
I’ve been playing Valorant ever since beta and ever since competitive has come out, I still can’t understand at all how the point system works at all.
I never got into LoL so the ranking system could be similar for all I know and players just got used to riots system.
I really hope someone can explain it better to me, I seem to lose the same amount of points as gained basically getting nowhere after the same amount of losses and wins.
Honestly, I’m convinced that there is absolutely no rule to the way it works. The max number of r you can gain from a tie is 10. My immortal friend decided to smurf in silver for fun (I think it’s cruel personally tbh). He dropped 52 kills (DOUBLE his entire team combined), and still managed to get a tie (14-14) because his teammates weren’t all that great. He gained 2 r. Out of a potential 10. When he dropped 52 kills.
Exactly! Just further proves my point.
I had a time where I won a ranked match only giving me say 28 points. Next game, pairs me with a team with no comms and a few rounds later were exactly where we started/
I'm a bronze 2 playing since last december. I started to play competitive when Act 1 of Episode 2 was finishing and I didn't see that much change for points gave after a match with the Act 2 beginning but today, after a good match where I was the MVP with with 2.3 of K/D, I only got only 16 points and I wasn't understanding why. After that match I did a game where I got carried, negative K/D and I got 16 points too. At the end I did another match where I was 3rd on the leadeboard and positive K/D I only got 15 points, even if I performed better then the 2nd game. Please someone explain to me.
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This is an explanation of how MMR works, not whether MMR is a good or bad system. The information in this post is from a collection of comments by Riot EvrMoar, one of the lead ranked system developers.
What is MMR?
MMR (matchmaking rating) is an always hidden internal number Riot uses to match players together during games. It can be thought as your "weighted rank". While visible rank it is meant to encompass your current progress, MMR represents an estimated destination due to loss streaks, win streaks, consistency, and win rate. Since the specifics are purposefully hidden and proprietary, the only information people can give you is inferences. The algorithm behind the MMR system is very complicated, but the core workings of it are extremely simple.
If you’d like a fuller explanation of Elo rating systems, the original chess rating system that things like an MMR system are derived from, you can find it here: https://en.wikipedia.org/wiki/Elo_rating_system
How is MMR used to make matches?
Simply put, the system matches player MMR, not visible rank, when placing people in a match. Since visible rank is only a person’s progression to their true rank, players are instead matched to have similar projected skill, or MMR.
Here is an example. Normally, a Gold 1 game would try and make both sides have an average rank of Gold 1 with a rank deviation of maybe only a division or two for each player (this is how it would be done purely on visible rank for a fair match). However, the system knows that team 1's first player is on a 10-game win streak of stomps with a 65% win rate. This means that even though they are ranked G1, they are most likely not truly G1. As a result, that player might be instead put in a low plat game to compensate for their "high MMR". This can be confusing, because you can sometimes see people in your matches that you feel do not belong there, even though they statistically do.
What types of MMR are there?
A few actually. The three that players will often talk about are ranked, unrated, and performance MMR. Ranked and unrated MMR are the stats for each respective queue – they control matchmaking and do not affect one another (unless you are playing your very first ever ranked game, then your unrated MMR is used as the starting estimate since you don’t have a ranked MMR yet). Performance MMR is a special MMR used in ranked to sometimes give you bonuses for playing well in a game. It records your average performance in past games (KDA, combat score, spike plants, utility usage, and much more) and grants you an RR bonus if you outperform that average during a game. Please remember, this is not outperforming the other players in your game, so getting match MVP is rarely important.
What affects my MMR?
Winning. The system is still just a ladder, so your history of wins and losses is the single most important factor in MMR. When you win, your MMR goes up, and when you lose, it goes down. Since all players have their own unique MMR value, winning against a team of people who have an average MMR higher than yours will award you more points. Likewise, losing against a team with lower average MMR will knock you down more points. The system is designed to award you higher rungs on that ladder for beating other players above you.
How does MMR affect my RR?
Because MMR is a projected destination, the system will adjust your RR values to get you to that destination faster. When your MMR is higher relative to your rank, you’ll be given increased RR gains to help you get to that higher rank faster. Likewise, low relative MMR will give you diminished RR as the system tries to push you down.
This isn’t always clear to see. If you win a game 13-1, you might expect the game will reward you with a lot of RR. But the system might see that you just came off a loss streak and have a 40% overall win rate. Because of this, you will be rewarded with very little RR because the match is treated like a fluke. This means that different players in the same match can have different RR awards, even if they are the same visible rank with the exact same combat stats. RR is a result of your consistent win/loss trend, not individual games.
The goal of MMR is to expedite players to reach a rank where they are consistently winning and losing (true rank), rather than having to play the shear number of games necessary to reach your average rank from standard, unweighted games. This is why Smurfs who are placed low can very quickly rank up, and in some cases skip ranks in the process (yep, if your MMR is way too high for your rank the system adjusts and gives you a free rankup). If you find yourself hard stuck with an extended 50% win rate, chances are you’ll see that your RR gains are roughly the same up and down because your MMR and visible rank are close to one another.
Here is an Ask Valorant article detailing much of the same points: https://playvalorant.com/en-us/news/dev/ask-valorant-rank-rating-edition/
So why don’t we just use MMR with no visible rank?
Put simply it feels bad for players. Having a tangible rank with an emblem is something people enjoy and allows you to see a journey of where you progressed from instead of just always seeing where you might end up (this is in part why the ranked triangle shows your progress). Here are some additional comments from Riot EvrMoar on why having a very MMR dependent system didn’t work as well on game launch.
“So our previous system was a little more tied to your MMR, almost 1:1. There were some rules that made you deviate, slightly, where your rank wouldn't be exactly your MMR - But that would self correct pretty quick.
Also, to be clear MMR and Elo are used interchangeably. People use "Elo Rating" because most of these systems are Derived from the Elo system(google Arpad Elo!).
So before, we got a lot of feedback that it felt very "swingy" and if you had one bad game it would maybe drop you too quickly. Or if you had one good game it may effect you too much. In the new system, you can get high MMR and say you belong in that rank, but you prove you belong at that rank by consistently playing at that MMR.
The new system will give you more points for a win, and less for a loss, if your MMR is higher then your current rank. So, for example, if you are in Gold but your MMR is Plat, you may be playing against Plat players but as long as you are at least 50% win rate you will climb(because you will be getting more for a win and less for a loss).
Hidden MMR also optimizes matches to be fair, and with it being hidden we can make math tweaks to better the system. It lets us keep a smooth flowing ranked system, while maintaining a strict fair match system.(Also it lets us prevent reverse engineering easily and people finding exploits)”
https://www.reddit.com/r/VALORANT/comments/kxh45h/valorant_competitive_team_ama_on_20_update/
You get more or less points based on your hidden mmr.
So for instance if your rank is plat but your MMR is immortal the system will reward you more points to get your rank and MMR closer together.
The same happens in reverse. If your rank is HIGHER than your MMR, then you will gain less points for a win and lose more when you lose.
So if you are bronze and losing -25 for a L and gaining +16 for a win, the system is trying to get your MMR and rank in sync. It is trying to get your bronze rank closer to your iron MMR
What determines your hidden MMR over time?
The more games you play.
Going back to my example. If you’re bronze and gaining +16 for a W and -25 for a L, the more games you start to win in a row that number is going to go from +16 for a W to +19 to +20 and so on
Once that starts to happen your MMR is changing
Individual performance doesn't mean much.
The result and round difference is all that matters (Along with how far your hidden mmr is from your visible rank)
How is your hidden MMR determined and updated over time? And why is it not the other way around (MMR adjust more so to reflect/align with rank?
They explained the system here
https://playvalorant.com/en-us/news/dev/ask-valorant-rank-rating-edition/
I could be wrong but I heard that you get more points the better you play like how well you use your abilities. Just something I heard idk
That is only for the performance RR bonus, which is only sometimes applied and you'll get a post game start to let you know you received it. But yes, the separate performance MMR does look at things like utility usage.
I got deranked to gold 3 from plat 2 in 4 games. Two of the games had smurfs in them but that's why i kind of accepted my demotion to plat 1. However, from plat 1 I lost 1 game and it reduced my ranking slightly, the next game i was match mvp with the best score tried so hard to carry and got demoted. It took literally 2 games for me to get demoted to gold 3.
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I didnt screenshot all the other ones because they are mostly deathmatch games.
Losing is frustrating, but it happens. The ranking system, on the other hand, is getting closer and closer to driving me away from the game.
Win 7 of 9 games, 1st or 2nd fragger almost every game (as a sentinel), no promotion. Win the next game, promoted. Lose 1, win 1, lose 1, demoted back to starting spot. Cool.
It's hard to analyze anything in isolation because it depends on the game score, your KDA, the ranks in the game, etc., but I'd be surprised if there was a single person out there who didn't go "huh?" at least several times when looking at their post-game arrows.
Pretend there's a hidden mmr system, where each rank has 10 slots in it;
Say you started at gold 3, 0/10 slots( lowest you can be before deranking). You win 3, and you're at gold 3 9/10. You lose one badly, you're at 5/10. Win 2 more close games, you're at 9 out of 10, lose badly, 4/10. Win 2 more, 9/10. Next game you barely win, you ranked up, probably just over the cusp, so say you went from gold 3 to play one, but you're at plat 1 2/10. Lost one, plat 1 1/10. Win one, pla1 3/10. Lose badly, gold 3 9/10.
You're actually higher than you started, it just feels lower because you don't get to see the hidden mmr system and where you are within your actual rank.
The way I understand ranking is that the score line is the most important factor and round difference in particular.
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You had a 5-13 loss, which is a pretty onesided game but you did not derank. My guess is that this was a huge mmr loss and you were right on the brink of deranking. Think in terms of health you had 1/100HP or something. Then you get absolutely obliterated 1-13. There is nothing redeemable from a loss like that. You were probably close to a derank and this threw you over the edge to the bottom of Plat 1 I'm sure, and then two more losses regardless of performance and boom you are gold 3.
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Now, I think part of the problem is that once you are demoted you aren't put in the middle of the mmr or anything. It's all very fluid. As in, a close loss that demotes you can generally be countered with one solid win to rank back up. I've done that a lot myself. In your case, your losses were so huge that you were already on the brink of a derank and your two close games(alone in a bubble would never be enough to derank) when paired with the huge 1-13 was enough.
The reason I waited a day to look at replies was because I was hella mad. But this makes a lot of sense, I was really hesitant to post this just because of the 1-13 loss and it was I think against 2 golds. I just thought that once you deranked it would at least put you to the top MMR regardless of performance. Nevertheless 1-13 with that score is horrible. The thing that got me so mad was how easy it was to drop a whole division. I was an idiot to compare it to league. I've lost 5 games in a row if not more on plat 4 with 0 MMR and not deranked. I just expected Valorant to have the same rank shield I guess. My bad.
It’s the 1-13 loss. The promotion/demotion icons have terrible clarity. When you derank you don’t start at the top of the previous rank. You go as far down as your loss brings you.
Two big defeats with tbh awful performances followed by two normal defeats. You not deranking twice in that case would be pretty weird if you ask me.
The only case where you wouldn't derank is you having like 300+ games in that act making your mmr gains much lower -> lower chance of upranking/deranking.
There is no proper system. It's bogus
You spelled 'dogshit' wrong, my friend :D
You're right... I did..
Apologies we got some strong weed out here
I'm genuinely curious.... How is it decided who gets how much increase/decrease in RR after a competitive match?
(A little more detail than "performance duh" would be appreciated :))
https://www.reddit.com/r/VALORANT/comments/lrfdpp/ranked_faq_and_common_questions/
This will answer most of your questions. As well as this:
What is MMR?
MMR (matchmaking rating) is an always hidden internal number Riot uses to match players together during games. It can be thought as your "weighted rank", where it is meant to encompass not only your rank but your variation from it due to loss streaks, win streaks, consistency, etc. Since the specifics are purposefully hidden and proprietary, the only information people can give you is inferences.
Here is an example. Normally, a Gold 1 game would try and make both sides have an average rank of Gold 1 with a rank deviation of maybe only a division or two for each player (this is how it would be done purely on visible rank). However, the system knows that team 1's first player is on a 10-game win streak of stomps. This means that even though they are ranked G1, they are most likely not truly G1. As a result, that player might be instead put in a low plat game to compensate for their "high MMR". If they win that game, the system receives confirmation that they are indeed ranked too low right now and rewards them with a high amount of RR change to help them climb faster.
Likewise, players on a loss streak might be an indication that their rank is inflated, and they need to demote faster to reach a rank where they consistently get 50% win rate. Having a loss streak gives you "bad MMR" and means you lose more RR per game (and gain less).
The goal of MMR is to expedite players to reach a rank where they are consistently winning and losing, rather than having to play the shear number of games necessary to reach your average rank from standard, unweighted games. This is why Smurfs who are placed low can very quickly rank up, and in some cases skip ranks in the process.
However, MMR can cause some confusion. There is no real way to know whether you have "good or bad" MMR except from trying to look at your recent losses and wins. As a result, receiving only +18 RR on a great win in your eyes might not make sense, even if the system sees the win as a fluke in an otherwise streak of losses that should not be rewarded. Not only that, but since every player has a different personal MMR, your G1 friend might win +25RR in the game he played with you while your own G1 account only won +19RR, even if you have the exact same combat stats.
If you’d like a fuller explanation of Elo rating systems, the original chess rating system that things like an MMR system are derived from, you can find it here: https://en.wikipedia.org/wiki/Elo_rating_system
This is an explanation of how MMR works, not whether MMR is a good or bad system.
Very well explained.... Thanks a lot.... I've been quite mad at the ranked system right now as it felt very unfair to me.... Just played a match where I was match MVP with 27/9 KD and we won 13-5.... I got a +17 while my friend who was 13/11 KD got a +18.... It literally made no sense... But seeing as MMR plays a role in deciding the RR, I guess it does make sense since I'm not a very consistent player while my friend is.
Yeah no problem. I recently had a front page post detailing exactly why the way ranked rating is done is not really communicated to people very well. It's logical for someone to see "I top fragged this game and carried, why the hell did I not gain a lot of RR", but the system is a lot more complicated than that without really telling you why.
Recently I got demoted from gold 2 to gold 1, and while in gold 1 I played 6 games. The first one I got 1 green arrow, the 2nd i got 1 red arrow, followed by 3 green arrows, 1 red arrow, and another green arrow. Finally, in the 6th game, I got demoted to silver 3. I literally have no idea what these arrows mean, or if they mean anything at all but it doesn't shed any kind of light on the situation when you derank, at least to me. So If anyone could explain how this system works that would be fantastic.
Even if you lose 13-0, you will only get 1 red arrow, meaning there’s no real indicator to show how much elo you lose when you fail to win. You just have to guess when it comes to that by taking into account your personal performance and the outcome of the game.
there is always only 1 red arrow, unlike when u gain elo, so it might look strange. But you gain and lose more/less based on ur performance (kd) aswell as the overall score in the game, so if ur team dominated more u get more elo.
That actually makes a lot of sense, thanks.
They don't mean anything, just ignore them.
If you're not at the top of your team, you are gaining very little elo per win.
so i wanna get serious with rank but to be honest I'm not sure how many times I need to get a certain amount of stars. is it going from III-III to II-II or is it from III-III to III-II to II-II? i wanna tally up how many times i'd need to get a certain amount of stars before I rank up to a different rank like mamoth and stuff
Here is link to wiki that explains pretty much what you're asking:
i know but i just need to know like the order of the roman numbers because it doesn't really explain how that works as far as I see :.>
First roman number, is your tier. So if you are for example worker bee, your tier is I.
Second roman number is your sub-tier. Each tier has certain amount of sub-tiers and you need to earn certain amount of stars in order to reach next sub-tier. Again, if you are for example worker bee, there are 3 sub-tiers in total. Sub-tier III, II and I.
The order of sub-tiers goes from highest (in this case III) to lowest (which, yk. Is I).
On linked wiki page, you can find how many tiers there are, their names, how many sub-tiers are per tier (as it changes, based on tier), how many stars you need in order to reach another sub-tier, how many points you need to get a star, what gives you points and how much + the whole progression.
Friends told me that the ranked system when you first get your rank is starting all the way from copper 5, the lowest of the low.
I was wondering if is it like Valorant where if you do really good in those unranked games, they put you in a rank of a higher spot
(ex: played enough games to get a rank and then gets to be silver 3)
There are no placement games for Ranked. Everyone starts in Copper 5 and has to grind up the ranked ladder.
The difficulty/matchmaking scaling comes into play in a background system called "Hidden MMR". This system judges your Win/Loss against various difficulty opponents in Ranked and tries to approximate your actual rank and grant elo accordingly.
Its all a bit confusing but basically when you start playing ranked, if you win a lot, the game will start matchmaking you against tougher teams until you start losing, then toggle between easier and harder until it has found the sweet spot, using this data to estimate your rank/skill level and try to give you "fair" matches.
The system is in constant flux based on your W/L and its been annying for many people because Ubisoft hides the actual math, so no one knows how their being evaluated.
Do they take into account ranked 1.0? I just came back to siege and as a copper I’m seeing diamonds etc - I was champ way back in ranked 1.0 but have not gone past bronze in 2.0
The system just assumes you are still at that level. It wont be fun but if you keep playing and lose games, it will bring the matches down.
Does the rank get reset every act ?? Do you start from copper again ?
You always restart from copper but the system takes your previous season(s(?)) ranks into account for matchmaking and elo gain/loss.
So if I hit Gold my first season and the game thinks I am a genuine gold player, then I should have some higher elo gain in Copper and as I get closer to Gold it will taper off. The system wants to accelerate you a little to get you closer to your estimated rank, then it wants you to grind more games to progress farther/rank up.
It actually starts you at around gold hidden elo. The better or worse you do will determine how far up you make it. The ranking system in siege is really convoluted and confusing so I’d suggest looking up how it actually works if you’re interested in knowing where you actually fall.
all those hateful videos you see about siege, most of those happen in ranked good luck
Thing about ranked is, most of the time its braindead mates but when you have once in a lifetime team where everyone has a mic and is communicating it is the best time ever, and what keeps me playing this game
I had to force my boys to play ranked and we made it to gold but homies couldnt handle the sweat so we dont do ranked no mo. I was pretty happy to get to gold tho i didnt think we had it in us.
6 levels away myself! it’s almost feels daunting to hop into one when i finally unlock it lol
Level up using unranked, because there's a requirement of winning 5 unranked games to play ranked.
you don't have to win in unranked, you can win in casual as well and it counts the same
I've been bored recently so I created a point system to rate every players' success in VCT. The system gives points to players for winning regionals and getting top 3 at internationals, with different values for different events. Here's the key:
Regional Events 1st Place
Franchise League - 30 points
Franchise League Stage - 20 points
Franchise League Kickoff - 15 points
Franchise League LCQ - 10 points
Pre-Franchise Regional Stage* - 10 points
Pre-Franchise Regional LCQ - 5 points
International Events 1st/2nd/3rd Place
Lock//In - 80/20/0
8 team Masters - 80/20/10 points
10 team Masters - 90/20/10 points
12 team Masters - 100/25/15 points
16 team Masters - 120/30/15 points
Champions - 150 points
Masters MVP - +20 points
Champs MVP - +25 points
*After 2021 Stage 1 Masters, all EMEA Challengers regions would compete in an EMEA stage, and since this was the same area as the Franchise League would be, I counted those as 20 points instead of 10
With this, the top 10 players are:
Here's a link to the full spreadsheet:
https://docs.google.com/spreadsheets/d/17zKu4rLQwi8bTnuCC-R5PcCVlq6V4e2UJSo73da3ks4/edit?usp=sharing
This is only supposed to represent a player's success in the game, not their skill and mechanics like other ratings do, which hopefully gives a better representation of the impact a player has on a roster. I would love to hear thoughts about changes to the points key and other suggestions. I feel like there are definitely ways to improve it, as there are players who have done very well internationally yet have 0 points, like s0m for example.
2 points:
Other than that, I like this rating, and I like that it gives points for doing things domestically, since I think that carries some importance.
oh yea 2nd at champs is 40 and 3rd is 20
yea i might add 4th place points and maybe 2nd place regionals
He got in a ranked game with some Tier 2 players while playing with Alfajer and the Tier 2 players started calling Alfajer "faj" apparently to make them seem like they were close/friends which they obviously weren't. Chron interpreted it as them calling Alfajer a f-slur and posted about it on Twitter.
Even though I can never look at Chron the same after he tried to cancel young pros for like no reason, his success and longevity makes him the GOAT for me fs
Those 'young pros' can probably learn how to speak coherent words then and not make it seem like they are saying slurs. Canezzera, Ion, Nightz etc all do it nonchalantly.
Chronicle has been in the scene since the beginning and has never done something like that, it only makes sense that he queued NA ranked and found out how nonchalantly edgy these new young players in that region are.
Chronicle and Alfajer don't queue ranked games to cancel people blud, they queue to play like normal fucking human beings.
They made a joke about being friends with alfajer when they weren’t, because he’s such a good player and of higher status than them. A harmless and silly joke that young kids make. It had 0 ill intent, yet Chron tried to ruin their careers over it before their careers even started. And even after clearing things up he went at them again calling them liars and trying to cancel them when he again misunderstood them and could have messaged them privately to handle it. They were being immature kids but they didn’t do anything wrong at all, especially nothing to tweet about that many times. I always loved Chron and still do for the most part but this was just odd of him. He should have taken the time to message them privately and understand what was said. It was harmless.
Now if u like at it chron prespective( ik he was wrong), bjt this ion kid was annoying as fuck all stream(or the clips i saw) and it was so tilting ngl.
Where are the LOUD/MIBR/Brazilian/Americas fans at? Do they still think Aspas has anything left to claim in GOAT debate?? Hell if Alfajer performs better than him in this event than he goes above Aspas in all time list lmfaoo
i see you hating on aspas on every post that he is in, he is living rent free on your head lmao 😭
This system has boaster sitting in second.
Now yes, Boaster is a phenomenal IGL who calls an amazing game and his longevity should absolutely be spoken for, but no-one is going to call him the GOAT as his mechanics hold him back too much.
This system speaks more to Fnatics long term success than it does to individual players being particularly dominant.
Aspas has shuffled from 3 different teams and has brought every single one of them to champs every single year.
Fnatic kept the same core and shuffled auxiliary players and retained success.
Each is incredibly impressive and dominant in their own right, but only one of them is based solely on an individual player.
At this current point in time there really isn't a clear argument for anyone to be the GOAT. Valorant is still a young esport. The "dominant" players have been playing for 5 years tops. Looking at CS or League where S1mple and faker have been dominating for over a decade and the difference is a whole lot clearer.
Players like Yay, Texture and Demon1 had 1 year where they were clearly the best players in the world. But I don't think anyone would put them up for the GOAT debate now.
Give the scene time to grow and age before we start talking GOATs
The only thing is after it is was cleared up and settled, Chron misunderstood them again and went back at them calling them liars in a tweet instead of messaging them privately to handle the misunderstanding. He just kept trying to cancel them and ruin their careers instead of just talking to them to understand the incredibly lighthearted and nothingness joke they said. Once it was cleared up that could’ve been it and it wouldn’t have been a big deal, just a misunderstanding. But then he went at them again after Verno simply said that they meant no harm and to not send hate to either side.
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Valorant ranking system explained
Key Considerations of the Valorant Ranking System:
Rank Tiers: Valorant has several ranks, each divided into three divisions (Iron, Bronze, Silver, Gold, Platinum, Diamond, Immortal, Radiant). The ranks are as follows:
Matchmaking Rating (MMR): Your rank is determined by your Matchmaking Rating, which is hidden. Winning matches increases your MMR, while losing decreases it.
Ranked Mode: Players must complete a set of placement matches (usually 5) to determine their initial rank. Performance in these matches, including kills, deaths, and overall contribution, affects your placement.
Ranked Performance: Individual performance can influence your rank. Consistently performing well can lead to faster rank progression, while poor performance may slow it down.
Win Conditions: Winning matches is the primary way to rank up. However, factors like team performance and individual contributions are also considered.
Promotions and Demotions: Players can be promoted to a higher rank after winning enough matches, while losing streaks can lead to demotion to a lower rank.
Takeaway: Understanding the ranking system is crucial for improving your rank in Valorant. Focus on teamwork, communication, and individual skill development to enhance your chances of winning matches and climbing the ranks. Regularly review your gameplay to identify areas for improvement and adapt your strategies accordingly.
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