- 1 排名
- 2 赛季
- 3 赛季更替
- 4 匹配
- 5 奖励
- 6 Ranking percentages
- 7 Notes
- 8 Commentary
- 9 In development
- 10 History
- 11 Trivia
- 12 Gallery
- 13 Patch changes
- 14 References
|25||愤怒的小鸡||等级 25: 愤怒的小鸡, 零星||12||战歌指挥官||等级 20: 持盾卫士, 三星|
|24||麻疯侏儒||等级 25: 愤怒的小鸡, 一星||11||王牌猎人||等级 19: 工程师学徒, 一星|
|23||银色侍从||等级 25: 愤怒的小鸡, 两星||10||食人魔法师||等级 19: 工程师学徒, 两星|
|22||鱼人袭击者||等级 24: 麻风侏儒, 一星||9||白银之手骑士||等级 19: 工程师学徒, 三星|
|21||南海船工||等级 24: 麻风侏儒, 两星||8||霜狼督军||等级 18: 巫师学徒, 一星|
|20||持盾卫士||等级 23: 银色侍从, 一星||7||烈日行者||等级 18: 巫师学徒, 两星|
|19||工程师学徒||等级 23: 银色侍从, 两星||6||战争古树||等级 18: 巫师学徒, 三星|
|18||巫师学徒||等级 22: 鱼人袭击者, 一星||5||海巨人||等级 17: 牛头人战士, 一星|
|17||牛头人战士||等级 22: 鱼人袭击者, 两星||4||山岭巨人||等级 17: 牛头人战士, 两星|
|16||任务达人||等级 21: 南海船工, 一星||3||熔核巨人||等级 17: 牛头人战士, 三星|
|15||银月城卫兵||等级 21: 南海船工, 两星||2||黑骑士||等级 16: 任务达人, 一星|
|14||团队领袖||等级 20: 持盾卫士, 一星||1||旅店老板||等级 16: 任务达人, 两星|
|13||恐怖海盗||等级 20: 持盾卫士, 两星||0||传说||等级 16: 任务达人, 三星|
While the ranks provide a handy guide to your progression within the Ranked play system, they do not directly state your success in relation to other players. However, while ranks change rapidly over the course of each season, by the conclusion of any season a certain percentage of players will have attained each rank. With a knowledge of the percentage of players at each rank, it is therefore possible to state a player's overall ranking within their region's Ranked play competitors.
The following data, released by Blizzard in September 2014, shows the average percentage of active players at each rank at the end of any given season, based on combined data from Ranked Seasons 1-5. By comparing your own rank at the end of each season, this can be used to get a rough idea of your overall standing in Ranked play.
- 75% of players are between ranks 25 and 15
- 17.5% of players are between ranks 15 and 10
- 5.5% of players are between ranks 10 and 5
- 2% of players are between ranks 5 and Legend
- 0.5% of players are at Legend
This data allows for further extrapolation of figures:
- Players at or above rank 15 are in at least the top 25% of players
- Players at or above rank 10 are in at least the top 7.5%
NB: The above figures appear to include rounding up, since the combined total equals 100.5% of players. However, it is assumed this does not majorly affect the overall proportions represented by the statistics.
You're better than you think
One characteristic of this distribution is that players commonly underestimate their true ranking within their region, due to the disproportionately small number of players reaching the higher ranks, as referenced by Blizzard in the title of their report - "You're Better Than You Think!" A player exactly half way up through the ranking system (Rank 13, Legend excluded) may expect to be better than precisely 50% of other players, when they are in fact ranked above at least 80% of their peers.
This uneven distribution across the ranks is magnified even further when the total number of stars is considered, the higher ranks having larger numbers of stars per rank. By this measure the middle rank is Rank 8 and 5 stars - a ranking which is in fact seen by only around the top 5% of players.
When total stars are taken into account, 75% of players can be seen to inhabit roughly the bottom 20% of possible rankings, with the other 80% of rankings populated by the top 25% of players. The true "top half" of rankings is populated by roughly 5% of players, with the other 95% of players occupying the lower "half" of possible ranks.
One important factor to take into account is that these numbers include players of all levels of participation. Included are those who have played every single day and spent lots of money and/or gold on packs, as well as those who have barely played that season and who are mostly relying on basic cards.
At the least, these percentages should be considered a reflection of performance, not ability or true potential. Players who find less time to climb the ladder will inevitably end the season with lower ranks, and factors such as which cards are owned, and whether the deck is handmade or copied from an expertly-crafted decklist, will continue to affect the player's success.
- A greater variety of classes and deck types tend to be found at lower ranks.
- Ranked accounts for the majority of games played in Play mode, as of November 2016.
The rank system has certain characteristics which affect the nature and overall pattern of matchmaking in Play mode. Firstly, player ranks are subject to a soft-reset at the start of each season, reducing players to between Rank 25 and Rank 16. Over the course of a season players then slowly progress to higher ranks before their ranks are once again reset. Because players must defeat other players of roughly equal rank in order to gain rank, it is usually a little time after the start of each season before any player reaches Legend rank. Similarly, almost all players can be considered to be below their 'true' rank until well into the season.
One consequence of this is that matchmaking early in a season is a little more random, with players frequently matched against opponents of widely varying ability. As players continue to spread out through the ranks, matchmaking should pair players more accurately with opponents of similar level. This also tends to make competition more fierce early in the season, and easier as the season progresses. A player may only be able to reach Rank 14 a few days after the start of the season, but later ascend to Rank 11 once players have spread out through the ranks. Matchmaking at any level is also affected by the ascendancy of individual players. A player who has fought their way up to Rank 15 may meet a previous Legend rank player, who due to not having played since the season reset, is currently placed at Rank 16, thus providing a surprisingly stiff and rapidly overwhelming challenge from this apparently lower-ranked contender. The consequence of such individual ascent is therefore to reduce the rank of all players encountered during the climb back to their previous rank.
Due to the overall shape of player distribution through the ranks, matchmaking also tends to be most precise at roughly Ranks 20-15 (although this will shift over the course of a season). Matchmaking at these ranks usually succeeds in finding a player of almost equal stars, presumably due to the large pool of players at these ranks. In contrast, at higher ranks it is common to see pairings between players with several ranks' difference, while Ranks 25-21 often feature pairings separated by 2 or more ranks. In both cases this is likely due to a far sparser selection of players from which to find suitable opponents.
Another feature of Ranked play is the win-streak feature. This allows players winning more than two games in a row to gain an extra star each time they win a game, below Rank 5. This is useful for higher-ranked players when they begin playing each season, accelerating their ascent to an appropriate rank, but also acts to drive all players toward higher ranks, in turn further causing the average player rank to improve over the course of a season. The lack of a complementary lose-streak feature also makes uneven play rewarding - win-streaks followed by lose-streaks offer more bonus stars than the overall win:loss ratio, and can cause players to gain in rank even when they lose more matches than they win.
In theory, the win-streak feature may mean that given enough time and the right matches, almost all players would reach Rank 5. Most players at higher ranks would therefore likely end up Legends. Consider that if two Rank 25 players were to face each other continuously in Ranked play, taking turns to win a streak of games before then losing an equal streak of games, each player would in fact slowly gain in rank due to the stars awarded from their win-streaks. Given enough time, these two players would eventually reach Rank 5, without requiring any progression in their decks or abilities. If this type of progression were to occur with a large enough group of players, one would only need to be moderately superior in ability to the worst of these players in order to reach Legend rank. If this model is indeed also applicable to the larger and more random pairings found in actual Ranked matchmaking, it can be considered that there is no 'correct' rank, only the rank which players are able to reach before the end of the season, with longer seasons offering proportionately greater ranking opportunities.
- Better expressing the ranking percentiles
- Improving the "last-minute jostling for high Legend ranks" at the end of a season
- Countering the feeling of the ladder "grind"
- Adding win-streaks for the top 5 ranks
- Reanalysing and possibly changing the number of stars awarded for each rank at the end of a season
- Developing simulation tools to explore various possible changes: "With better simulation tools, we are planning on trying a lot of crazy things."
However, Brode warned that it was still "early talks" for the discussion.
Like the current system, there were several available ranks, each of which could have 0-3 stars, and the player's current rank was displayed on the Play mode deck selection screen. However, winning or losing a match did not usually result in the player gaining or losing stars. Players would often have to achieve a reasonable win-streak to earn an additional star, and could stand to lose several games without losing stars. Matchmaking was also less transparent, as player rank was not displayed during battles, and some posters on the official forums contended that the matchmaking pool for both Ranked and Unranked play (the original name for 'Casual' play) was in fact the same.
Rank was reset at the end of each week, which raised some complaint from less active players. Once the ranks reset, upon logging in each player would be awarded a medal equal to their previous rank. The intention was to have players collect these medals, either for vanity or for some other more useful purpose. However, this was never implemented before the system was changed.
Unlike the 26 detailed and iconic named ranks of the current system, the original 9 ranks were named more traditionally: Novice, Journeyman, Copper, Silver, Gold, Platinum, Diamond, Master and Grand Master. The term "Three-Star Master" was commonly used to refer to the highest level below Grand Master, and was often used as a standard for high-level play. These medals are still used for Arena keys, although some of them have been given different names, or adapted slightly.
Ranked mode was originally known as "Weekly Tournament".
With Patch 18.104.22.16817, the system was overhauled, replacing the previous rank system with 26 brand new ranks and rebranding Unranked as 'Casual' play. The new ranks featured icons and names derived from minion cards, and the number of stars for the higher ranks was expanded to 4 or 5. The new system was far more transparent than the previous design; player rank was displayed during battle for each player. While the match was not always precise, it allowed players to understand the occasionally notable disparity between opponents, and helped to make the matchmaking process more transparent. Separate MMRs for Ranked and Casual were confirmed.
In comparison to the hidden and lethargic rank-changes of the previous system, the new system simply granted one star for each win, and removed one for each loss. A specific win-streak feature was also added, awarding bonus stars upon winning more than 2 games in a row - until Rank 5, at least. Finally, the weekly reset was changed to take place at the end of each new 'season' of play, allowing players more time to climb the ladder, and fitting plans for future rewards.
Immediately preceding the release of Hearthstone, Patch 22.214.171.12444 saw further adjustments to Ranked Play mode. Most significant was the change of the season reset from a complete reset to a soft reset, with each player's rank increased by one star for each rank they previously held. Prior to this, at the start of each season all players would be reset to Rank 25: Angry Chicken, throwing the previous season's Legend rank players in with the newest and least experienced. One result of this was an extremely unpredictable and often challenging experience at the start of each season, with newer players often unable to gain any stars due to repeatedly being matched against high-level players, and Legend rank players sometimes battling each other simply in order to rise above Rank 25. The new system allowed higher-rank players to start each season at a higher rank, preventing the mayhem of Legend rank Angry Chickens, and allowing lower ranked players to pick up roughly where they left off at the end of the last season, without a protracted period of lose-streaks.
With the end of the beta test seasons, this patch also finally saw the implementation of the planned rewards for Ranked play, in the form of golden heroes and the introduction of card backs. The new seasons began to take shape as strictly monthly terms determined by the calendar, complete with names and unique rewards, with the remaining duration of the current season displayed to players in-game.
The next change to the system would not come until Patch 126.96.36.19986, with the addition of the Highest Rank Bonus Chest. For the first time, this added tangible rewards for improving your rank, aside from the seasonal card back at Rank 20 and the Legend card back at Legend rank.
The advent of game formats in April 2016 brought substantial changes throughout Hearthstone, but perhaps most significantly in its effects on Ranked play. This marked the first time previously released cards had been barred from use in any game mode (aside from the odd Tavern Brawl), and the arrival of Standard format provoked a strong reaction among many players, for the first time facing losing the option to play with a sizeable portion of their hard-won cards.
Where previously there had only been a single Ranked ladder, there were now two separate ladders for Ranked Standard and Ranked Wild, with players able to choose between two different paths for pursuing their laddering ambitions. Players rank's were initially set based on the player's current rank at the point game formats are added to the game, with the two ladders independent from then on.
- The system of minion cards used to represent the ranks does not strictly adhere to any single rule. The main pattern is an increase in mana cost at higher ranks, although this is not entirely consistent; Silvermoon Guardian, Dread Corsair and The Black Knight break the order, the latter quite notably. There is also an increase in rarity at the higher ranks, with Ranks 6, 5, 4 and 3 being epic, and Rank 2 being legendary (Rank 1's the innkeeper presumably trumping even legendary status), but below this the rarity is fairly random, with even Rank 25 being rare, while Rank 8 is a common Basic card. In addition, there is clearly an intention to have less valuable or effective minions at the lower ranks, with the quality, value and power of the minions growing as the rank increases. This fits quite well with the increase in rarity, and is best depicted by Angry Chicken at Rank 25, as well as the innkeeper himself at Rank 1.
- End of season rewards
- Ranked Chest
- 模板:Patch 188.8.131.5274
- With the arrival of game formats, Ranked has been split into Ranked Standard and Ranked Wild. Rewards are now based on whichever rank is highest.
- 模板:Patch 184.108.40.20686
- A bonus chest will be granted at the end of each season based on the highest rank reached in Ranked Play mode.
- The gaining rank animation has been updated and lengthened.
- 模板:Patch 220.127.116.1111 The end of season rank announcement now includes a percentile for the player's success on that month's Ranked play ladder: "That puts you in the top _% of our ranked play players!"
- March 21st 2014: The remaining duration of the current Ranked season is now displayed upon logging into the game, or entering Play mode. This system was added with Patch 18.104.22.16844, but not activated until March 21st.
- 模板:Patch 22.214.171.12444
- During each Ranked Season change, players may now start the new season at a rank higher than the default Angry Chicken rank, depending on the rank that was obtained at the end of the previous season. You’ll receive one bonus star for every rank you achieved in the previous season.
- The Angry Chicken rank now starts with 0 stars, instead of 1. Bawk!?
- Rewards for ranked play have been implemented.
- A special card back will be available each season, gained by reaching Rank 20
- Golden heroes are now available, gained by achieving 500 wins on that hero in Ranked play
- Unknown patch: Sound effects have been added when gaining or losing stars
- 模板:Patch 126.96.36.19917
- The Ranked play system has been completely redone
- There are now month long seasons that reset at the end of each month
- There are new ranks and minion portraits for all levels of play
- You earn a star for each win and lose one for each loss and your stars determine your rank
- Players who get to top rank of legend and are in the top 10,000 players have their exact region-wide ranking displayed
- There will be rewards for playing ranked mode in the future, but they were not implemented with this patch, and will be added at a future date
- Unranked is now known as Casual
- User interface:
- The toggle between Casual and Ranked Play modes is now more explicit.
- Your player rank (icon and number) is now visible in the friends list, the versus screen and your BattleTag in-game.
- The Ranked play system has been completely redone
- Zeriyah on Twitter. (2015-04-01).
- Blizzard Entertainment (2014-06-01). Hearthstone™ Ranked Play Season 3 – Colors of the Rainbow!.
- Hearthside Chat - You're Better Than You Think!. (2014-09-18).
- Zeriyah on Twitter. (2014-09-18).
- Zeriyah on Twitter. (2014-09-18).
- Ben Brode on Twitter. (2014-11-12).
- Ben Brode on Twitter. (2016-10-21).
- Ben Brode on Twitter. (2015-06-08).
- A New Way to Play. (2016-02-02).