For the past 15 years, we’ve been evolving and refining the matchmaker, yet it remains far from the state we aspire to achieve. We recognize how crucial this aspect of the game is, which is why we’ve continuously worked to improve it. However, despite our efforts, our current approach hasn’t brought the progress we aim for. That’s why we believe it’s time for a change—and we’re ready to take a new direction to move forward.
Matchmaker Core and Principles
The matchmaker handles millions of operations, conditions, and actions for every battle. It also needs to control the constantly changing number of players in the queue. And the key component responsible for this workload is the matchmaker core. This is responsible for processing all requests and performing calculations while staying true to the key matchmaking principles:
- Balanced battles—creating varied team compositions based on core matchmaking rules
- Engagement and battle variety—bringing diverse battle setups
- Speed and efficiency—minimizing queue times while maintaining high battle quality
To uphold these principles and introduce new features, we had to completely rebuild the matchmaker core from the ground up. Modifying the core is an incredibly challenging task. Even the smallest adjustments require significant time, deep technical reworking, and careful testing to maintain stability and balance. So, what exact features do we want to improve in the new system?
Key Matchmaker Improvements
Improved Role Balance
The matchmaker will try to better adjust team compositions to create more balanced setups.
Just a simple example: one team can have one or two super-heavy tanks—the X
Maus and
X
E 100 — while the opposing team has one or two autoloaders—the
X
AMX 50 B and
X
T57 Heavy Tank . These tanks fulfill very different roles: super-heavies are built to absorb damage and hold positions, while autoloaders are designed to cause damage and support allies.
Now, vehicles with different roles will be distributed more evenly across teams. For example:
BEFORE (CURRENT MATCHMAKER) | AFTER (NEW MATCHMAKER) | ||
---|---|---|---|
Team 1 | Team 2 | Team 1 | Team 2 |
Maus | AMX 50 B | Maus | E 100 |
E 100 | T57 Heavy Tank | AMX 50 B | T57 Heavy Tank |
This ensures that each team gets a better mix of tank roles, making battles more competitive and enjoyable.
Better Class Diversity
We will introduce stricter limits, ensuring a maximum of five* tank destroyers and three* light tanks per team. This will work together with role-based balancing. For example, it will help to minimize situations where one team has five sniper TDs while the other has five assault TDs.
This will create more dynamic and tactical battles, where different tank types can play their intended roles effectively.
*In the future, we may adjust these limits for each class individually.
More ±1-Tier Battles
In the new matchmaker configurations, we’ll focus on increasing the frequency of ±1-tier battles as a more comfortable option. However, we’re keeping ±2-tier battles, as they remain the core format that ensures the full diversity of battles. This means you’ll face more balanced matchups while still enjoying variety and encountering a wide range of vehicles.
Smarter Vehicle Distribution
Highly popular tanks often flood the queue, leading to battles where both teams are packed with the same vehicle. While this can be fun in some cases, it can also reduce variety.
The new matchmaker will:
- Limit the number of identical tanks per team
- Distribute them evenly for a more varied experience and diverse lineups
Smarter and Faster Dynamic Queue Management
The new system brings dynamic queue management, allowing matchmaking to adjust its rules in real time. Instead of relying on fixed settings, it will analyze player distribution and vehicle availability, fine-tuning parameters on the fly.
The result? If testing confirms our expectations, we’ll achieve consistently high battle quality—no matter the time of day.
New Matchmaker Testing
The sheer number of exciting improvements and the complexity of the matchmaking system require us to conduct thorough testing to ensure their quality and effectiveness. Over the next few months, we will carry out a series of tests on the EU1 server, experimenting with different configurations and continuously fine-tuning the settings based on the gathered data.
To ensure the most accurate results, certain game modes (Encounter, Assault, Grand Battles) will be temporarily disabled on the EU1 server. However, these modes will remain available on all other servers. During the tests, battles with unusual team compositions may appear on the tested server, but this is a necessary step to ensure the proper functioning of the updated matchmaker.
Our primary goal in testing is to ensure that the proposed improvements enhance battle quality and guarantee the stability of all matchmaking subsystems. This process will certainly take time, but once we are confident that the testing objectives have been met, we will strive to implement these changes permanently as quickly as possible.
Prepare for New Matchmaking Experiences!
The upcoming changes are aimed at making battles more balanced, diverse, and engaging. And this is just the beginning! We will continue improving the system based on test results and your feedback, so stay tuned for updates and get ready for a better and fairer matchmaking experience!
THE SAME SHIT YOU DO ON THE PLAYERS’ PERSONAL SCORE
IF YOU WANT TO CHANGE SOMETHING
Too little, too late. This won’t fix 15-3 stomps. They also need to pair-match the shitters (sub 50% win rates). And remove 2/3rds of all maps or do player map voting before the game starts like a normal game.
If you are bad its not matchmaking fault
So you 50% above player can sit in red line as usual…. FO
Nice news, im tired of lost a line cause they have all the assault TDs meanwhile we only have snipers TDs
6s do not need to see 8s fireing rock’s and 8s do not need to see 10s
Role-balancing is amazing! It’s never fun to have 3xE50M vs 3xProgetto 65s. The LT and TD limitations are overall nice (although I kinda liked the 7-8 TDs per game every now and then), no, I’m not a TD-main. Dynamic adjustment would suggest that they have some sort of a neural network involved in the MM rules, which should improve things. I know the majority of the community has been asking for ±1 MM for ages. I like WG’s approach – keep ±2 as a possibility , but increase the chance for ±1 battles. Overall, I can’t wait to jump in EU1 to see how the experience will be!
This change fixes the MM but only partially.
The bigger part of the problem is those tanks that can cheat the MM like the Bourrasque, the most broken tier 8 LT but it’s classified as a MT.
How many times did you load into Prokhorovka where both teams had 0 LT but the enemy team had a Bourrasque? It’s just ridiculous.
The sad thing is they probably won’t fix that, because of the main selling point of the broken tank.
It’s created that way intentionally.
All 5 classes of the game have been here since the beginning of WoT. It’s outdated as fck now.
This class system needs to be removed entirely, and tanks should be classified for their purposes.
Otherwise, the MM won’t ever be fixed.
Well, you can make that statement for almost any MT with relatively good camo and not half bad mobillity, even some tech tree tanks: Guard, UDES 14 5, UDES 15/16, Obj. 416, K-91 are the first that come to mind. Sure, Bourrasque is also tiny, but these MTs, that I listed, have very, very good camo values as well and is always worth it to take a CVS/Exhaust/Optics build on the more bushy maps.
Borat deserves being called toxic. It doesn’t have the on the move camo of a light tank but its camo can be boosted to levels no other Tier 8 medium tank can reach, and Borat’s firepower is one of the highest for a Tier 8 medium tank (if not the best).
In my opinion Borat should’ve never been sold again, like BZ-176. Unfortunately WG is willing to trade gameplay for money.
It’s a “support” medium tank though, I hope it will be less oppressive with the new MM formula.
I agree, Bourrasque is toxic. I made my statement regarding the OP’s saying that Bourrasque is the only tank with such feature, which is not true. Speaking about the new MM rules, well, Bourr has to be matched up against other Bourrasques, Progetto 46, P44 Pantera, Lorr 40t, Skoda T27, AMBT, etc, which tbh will suffer against Bourrasque as well. We’ll see how it goes; no point to speculate before testing it out.
Tell me you expect to outspot anything apart LTs & some camping TDs with any of those tanks using Exhaust CVS Optics, exclude Obj.416
You clearly have no idea why the Bourrasque is so busted yet you talked like you’ve mastered it???
The Bourrasque has something that no other MTs have, absolute vision dominance among its class & tier.
Well, it’s actually not absolute, but close to, because theoretically, the Obj.416, which is also a MT, has about the same spotting capability.
BUT, in reality, you rarely see an Obj.416 on the field, leaving the Bourrasque as the only literal LT at tier 8 that doesn’t get matched up against other LTs.
At tier 10, there are a few MTs that have 40%+ camo when moving and 50%+ when stationary, such as BC 25t, Pro65, K-91, Obj.140, UDES 15/16. Some others get very close to this numbers.
And that makes them have competitions, something that the Bourrasque doesn’t even know about.
You can make a spotting build or gun handling build, a bours isn’t both, what gives the bours it’s edge is mobility and the quick 750 dmg. It’s a great tank for above average players, but below average players it’s just a paper target as they really have no idea how to equip it out or how to play it
Unless now you can give your Bourrasque 46% camo when moving while still having 0.35 accuracy & 0.07 stabilization with Bond Vents/Stab.
You can also make it better at longer ranges with a Bond IAU but I find that high camo opens up so many more opportunities.
It’s a bit similar to pre equipment 2.0 when there was no IAU, Exhaust, I was using Optics except now it’s way more aggressive with a Bond Exhaust.
Well, I managed to 3-mark both UDES 14 5 and Guard and 2nd mark Bourrasque, so I know a thing or two about these tanks. And let me tell you – the only “edge” that Bourrasque has, is the top speed (also the 720 double-tap, but every Bourr player knows that at 300 m and more, you are lucky to hit one of the 2). If you know positions, you can outspot the enemy scout even with a turd, such as TVP VTU (with CVS). And no, I’m not saying that Bourrasque is not toxic, I’m saying that it does have some competition in the “sneaky MT” role.
So I guess I have to somehow acknowledge those non-exist competions you’ve talked about by 100% my Bour again?
That’s actually fine though because I’m in need of quite a bit of credits right now, and playing 2 camo abusers at the same time is a pretty good idea for me.
UDES 03 Alt 3 + Bourrasque? It’s delicious.
“We recognize how crucial this aspect of the game is, which is why we’ve continuously worked to improve it. ”
Well that’s BS.
Game need skill-based MM.
Tinkering with class of tank will do F all.
When WoT players claim they want skill MM it’s because they want better teammates. They fail to understand that, with skill MM, the better they are the stronger their opponents.
EZ wins don’t exist with skill MM.
100% true!
sbmm? you mean the mm system that has been actively ruining franchises?
cod has been fucked up ever since mw19, every single random ass multiplayer match feels like an esport tournament, because you just had a match where you had fun and a positive kd.
and look how cod has been bleeding players because of that bullshit.
if you want sbmm go play onslaught.
randoms are randoms.
Wrong as usual.
Randoms are not random you fucking imbecile. The very fact there is a match maker means they are not random. What part of that do you not understand??
If a battle starts with 10 players under 45% and 5 over 50% and the enemy has 10 players over 50% and 5 under 45% then it’s pretty fucking obvious which team will win.
An even distribution of win rates across both teams would work. Sbmm is NOT every player has to be the same % as you…FFS.
randoms are random since it does not take into consideration player stats you fucking retarded dog.
randoms are random because you do not know what map, what tier, or what mode you will play and with who, you idiotic clown.
evenly distributed winrates? when the average player has like 48%? sure going to be a lot of fun playing against and with redline camping clueless bots, having like 12 of them on both teams would really lift up the gameplay!
or it would be even more fun when the least wr in the battle is like 54%, yeah it would be so great having to fight the same boring ass fucking matches as they were in high ranks in ranked.
people like you have no clue about just how fucked it would be, and your 52%er ass thinking it would be better because surely your teammates are the problem, and not you just being bad.
when your matches boil down to either bots or esport gfuel gamers, you will quickly lose your enthusiasm for such a fucked up concept as sbmm.
Damn, a smart and coherent comment on this site, first time for everything.
No such thing as random battles when you have a match maker lol
you are illiterate.
i quite literally spelled it out, why they are called randoms.
This is a very welcome change, certainly better news than announcing another shitbox sale.
absolute shit, just sit and watch how gold mechanics kill it in 1 week
how about to increase the number of heavy tanks per team, and decrease the number of light and medium tanks.
what is the point of so many light and medium tanks capable of driving 60 and more km/h when they constantly only camp in last lines of map. that is because wargaming eqipped them with too long view range so they can sit back far at back of map and play from there.
that is whay at the last minutes of 90%of battles, we can see L and M tanks at the opposite map corners waiting the end.
there is no more last minute clash between two taffest tanks, only hide and seek game of biggest campers in opposite teams.
You get what you demanded.
Players like you keep crying that new tanks are “trash” when they are really just balanced.
So players only use the op tanks that can sit back and farm the rest.
I never understood this argument, if I have good viewrange it means I can play more aggressive and spot others better. If I had lets say 380m effective viewrange theres no way I’d play a medium as aggressive.
You’re taking about 80% of the players who are 45% players.
I’m not even sure they know what the view range circles in the map even mean
Usualy best wr8 players camping in back so… Same shit will go on👎🏻
I just watched QB commentary on this and he says it needs to stay as +2 -2.
He got trashed in the comments for this 🤣🤣