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Players ratings, comparison charts and more

Hi folks!

You might have noticed that there weren't many updates to the MasterLeague website lately, except for adding new contents. That doesn't mean that we've given up on it at any rate! On the contrary, last month we've been working hard on a major update, which we're now ready to present to you.

Player ratings

We've been planning to introduce a system to assess players' performance for quite a while, but it necessitated a substantial amount of time to both investigate various approaches and collect the right data. The first step that we had to take to make the said system work was to add to each hero the complete change history of its abilities and talents. This allowed us to merge hero builds that remained unaltered between patches. Consequently, we were able to collect game statistics for each hero across patches, which increased sample sizes and improved the accuracy of obtained ratings.

Keep in mind that the rating system still hasn't fully stabilized. We welcome your comments and suggestions with regards to how it can be further improved!

We've chosen the following parameters to individually estimate the performance of each player at the end of the match:

KDA . We use (Kills + Assists) / (Deaths + 1) to evaluate players' performance in teamfights in spite of the fact that there is no last hit mechanic in Heroes of the Storm. This metric is especially important for assassins and some of the specialists.

. We use (Kills + Assists) / (Deaths + 1) to evaluate players' performance in teamfights in spite of the fact that there is no last hit mechanic in Heroes of the Storm. This metric is especially important for assassins and some of the specialists. Hero Damage per minute and Siege Damage per minute . At first, we feared that these parameters will have a strong dependency on the duration of the matches, but soon enough we found out that the difference doesn't seem to be significant.

and . At first, we feared that these parameters will have a strong dependency on the duration of the matches, but soon enough we found out that the difference doesn't seem to be significant. Lifetime per minute . This metric is computed according to the following formula: (match duration - time spent dead) / match duration. The number of hero deaths doesn't always reflect their real impact on the outcome of the match. For example, 4 deaths at the beginning of the game is very different as compared to 4 deaths at the end of the game, which is captured by this parameter.

. This metric is computed according to the following formula: (match duration - time spent dead) / match duration. The number of hero deaths doesn't always reflect their real impact on the outcome of the match. For example, 4 deaths at the beginning of the game is very different as compared to 4 deaths at the end of the game, which is captured by this parameter. Crowd Control Duration per minute . This is basically time spent by enemy heroes under various effects, such as slow, stun, silence and so on.

. This is basically time spent by enemy heroes under various effects, such as slow, stun, silence and so on. Experience per minute . This metric has always been essential to assess player performance in many games and we just couldn't miss out on it.

. This metric has always been essential to assess player performance in many games and we just couldn't miss out on it. Healing per minute and Damage Taken per minute. For supports and warriors, we compute one of those additional metrics as appropriate.

We employ so-called percentiles to rate the players, which is basically the same system as used in Overwatch for rating games. Individual player metrics are compared to the metrics of all other players (using the same hero and for the same period of time) and get rated with a number from 1 to 100. Resulting ratings are averaged to obtain what we call the Player Performance Rating (PPR), which is displayed in the match statistics tab. The higher is the rating, the better!

We also compute the all time average PPR, which is shown on the player's profile page for each of the heroes. Sometimes the rating can't be computed because there weren't enough games played with a given hero withing the requested period of time (or we don't have the replays for those games).

Finally, we've added a player comparison page where you can find a nice chart displaying average PPRs, as well as a table with all time averages for each metric. Please note that metric PPR is a more accurate characteristic as compared to the raw all time average of the metric, because the former factors in the differences between the patches. Therefore, the values in the table may differ from the points on the chart.