When people learn that KDA, Winrate, or any of the above have anything to do with high MMR and more to do about how much performance you put into a game. You would get higher up the MMR ladder.
As a side note drow has large impact for how low of kda she gets it seems . I have high win rate with her and low kda I think mostly due to her tower damage and global aura.
what level are you at right now? there might be a cap that new accounts can reach before level 13 but im not sure. I don't know how mmr calibration works these days because I'm not an expert in smurfs like some others but I am yet to see +25 mmr go to a guy on the losing team who put in a good performance.
and dying less? dont walk in dark places and forget about being close to the enemy teams safe lane tower after the laning stage when 3 or more heroes are missing.
as a general measure for performance, the easiest would be to say you win more than chance (50%), and so you are statistically performing better, and should be climbing up. what I feel is that I can win despite shitty game performance. I was hoping someone could share what other kinds of reasons can allow one to win despite a shitty performance. it can't just be luck right?
i guess drow's aura is pretty good. but in general if you play a hero like any average person plays the hero, and the hero is just inherently good, then you see a high winrate on dotabuff for that hero (e.g., omni, undying). but drow is something like 50% winrate?
so i guess kda is not important for drow? i feel like i dont do enough in my games. dont help the team, afk farm, get picked off a lot. but still win. can someone tell me is this how drow is supposed to be played?
Drow excels at split pushing , it is usually best to avoid team fights if u can and split push until u are either forced too or enemy team is out of position . Reason I mentioned aura is it doesn't add to your kda but your teammates are still helped by it .
You probably started out and the game calibrated you very low. The more games you played here the more the game "locked" you into that mmr range. Now that you're learning and getting better your unranked MMR is increasing slowly because you are already "locked" into an MMR range. So you're learning the game faster than the system is increasing your unranked MMR.
The system might be trying to "unlock" (I forget the proper word for this) your MMR by giving you chances to win harder games, but you must be losing those games so you don't advance. I'm not entirely sure how it works.
In any case, it comes down to the fact you are improving faster than the system is increasing the difficulty of your games.
As for carrying:
Watch the minimap. I know it's hard in low mmr (nobody places wards, and even when they do, they are often in useless spots)
Try to understand player's movements, this is a hard one to learn that comes with experience, but for example, lets say you are pushing/attacking their Tier1 tower. They will get a notice their tower is under attack and they will most likely come to defend it. When you attack the tower you should know that the second you right-click it, you have about 0-40 seconds before backup arrives, depending on your MMR. Then ask yourself, can you fight them when they arrive? Can you use an escape ability to get away safely even after you encounter them? If no to both, back up, and TP to a different lane. If no lanes are available, farm your jungle. If your jungle is empty (and not spawning soon), cleared, or otherwise unsafe, you cant try to farm the enemy jungle. But keep in mind if they have junglers or people who can easily clear the jungle (as you may encounter them in the jungle)...
.. Again, can you kill their jungler? Can you escape?
When you see heroes on the mini-map check their items and watch where they move. Often when I'm pushing solo I spend 80% of my screen time looking at other players. When someone walks or TP's look what direction they go. You can see a TP coming even if you aren't in range of a tower by looking at the direction they TP.
If you have a middle ward and see their mid run to a rune, estimate how long it takes them to get to the rune, if you don't see them return from the fog in about 3-6 seconds, get back to your tower until they return.
Don't be afraid to be doing absolutely nothing, hiding under a tower. Once you improve your game sense, you will realize that they probably have a mid waiting in the trees to gank you. The time you spend idling is time he is spending idling, but your mid player is farming. He will eventually give up and you can return to farming, but your mid player now has an advantage in lane.
I could go on forever.
oh boy op..
Look man, it might work in the lower brackets having poor kdas but once you get to high and very high, man.. im telling you, generally speaking, the team who have the highest overall KDAs wins games.
^I would disagree with that, KDA reflects mostly player's game style than his skill/success. People with av kda 4 playing cores at 5k are generally same successfull as similar players with 7 kda.
I've had many games where I was for example: 6-6 as a carry, and considered the game a stomping. (And wasn't being carried)
Example:
http://www.dotabuff.com/matches/1594505367 (5-0, decently high Kvs.D but low "game impact" none-the-less, I was so farmed they couldn't deal with me and we immediately ended the game)
Ahah:
Here's the game I was remembering.
http://www.dotabuff.com/matches/1576946747
Actually went 6-6-15.
Team was giving up. I split pushed and carried the late game. Pretty sure I was negative (eg: 0-3) early game, but refused to surrender, kept split pushing, and TP'ing into teamfights.
Low-KDA, but definitely MVP of that game. If you can still watch replay you'll see.
I also have a really low KDA but pretty high win rate (although dropping) --> I have no idea why I win with bad stats
but I do think when you get to higher mmr, the KDA becomes more important (if you die one too many times in a game at higher skill, their fed carry is less forgiving)
This opinion is just from seeing others and their playstyles and KDA and from no actual experience xD
hey marlan. thx for the insights. you provide some good examples. i do watch the minimap a lot, but i always underestimate how long it takes for enemies to reach me. i guess it comes down to experience. as for the examples you provided from your own games, i consider you to have a positive game impact (including assists). problem for me is until recently, my kda was less than 2. meaning i rarely know when to help team fights (while you do tp in to teamfights and at least help your team get kills). if i decide to tp in, it might result in me dying and being useless so i tend to avoid helping out.
i guess from all thats been said, i conclude that its just more forgiving at lower skilled games. enemy carries dont take advantage of feeding as much. enemy teams also dont defend split pushes very well. so i think thats how i still manage to get a high win rate despite low game impact.
hey impress. you raise a really interesting point.
i actually experimented with SB a grand total of 5 times to try and improve my KDA. I did in fact die a lot less it seemed. but then i felt like SB didnt make me more effective in the game where if i couldve spent it on a bigger late game item.
the irony is that out of the 5 games that i tried shadowblade, i lost 3. so a big portion of my losses were correlated with the shadowblade, even though it may have improved my KDA. then again it was only 5 games.
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can some experienced players give me some insight. im trying to understand what wins game. i am a relatively new player in the normal skill bracket having played only a few games. I understand matchmaking aims to get u at 50% winrate, meaning you are evenly matched with your opponents.
why have i managed to maintain above 50% winrate even though i know im still not good enough to be climbing up the skill bracket (i can consistently feel that my pubs are shit-tier). Specifically, i have been trying to play (drow).. i play her pretty horribly IMO and get horrible KDAs (<2) but still win more than 70% of games. is it just that i don't have a large enough sample size? can someone explain how u can have low HD on a carry, low game impact, and still win most games?
as a side note. can someone give some tips on how to die less. lol