Adventures in Matchmaking: The Myth of the Trench in Dota 2
There’s an urban legend among Dota 2 players. Whether they refer to it as “the Trench,” “Elo Hell” (after the Elo rating system originally used for chess) or “Forced Fifty”, people tell each other tales about playing in a sort of inescapable matchmaking abyss, of having some of the most frustrating games of Dota 2 a matchmaking system can provide. Players fall into the Trench and can’t escape it. Like a boogieman stalking Valve’s matchmaking servers, once the Trench has you, it’s hard to shake its grasp.
To understand the Trench you have to understand how matchmaking works in Dota 2. Valve determines your relative Matchmaking Rank (MMR) by assigning points to you whenever you play a game. There are exceptions, but usually when you win, you gain points, and when you lose, you lose points. The matchmaking will attempt to match you with players who share a relatively close MMR. When players are just entering the world of ranked matchmaking, they gain and lose several more points per match as the game calibrates them to the appropriate skill level. (Valve refers to this heavy fluctuation as “uncertainty,” and it’s meant to get good players to higher ratings faster and keep average players where they are). Ideally, after a number of games, you’ll be matched against people who share your skill level, making for better and more equally-matched games in the long run.
The Trench is a theoretical aberration in this system, where a player is placed in a skill bracket in which they do not belong, usually putting them somewhat below their skill level. Normally, this wouldn’t be a problem—just play more, do better and eventually they’ll get to where they should be. But Dota 2’s a team-based game, and because of this, the crux of the Trench is the idea that one player cannot win the game for his team. Players who believe the Trench exists often assert that their MMR is lower than it should be (due to some error during the early stages of their career or during the calibration stage), but that because they’re consistently matched up with players decidedly worse than them, they lose games they shouldn’t. Their teammates burden them to the point where they can’t pick up the slack, and because they’re unable to win consistently, they stay at their current rating forever, losing as many games as they win and doomed to be matched up with people who will drag them down and prevent them from getting into their appropriate MMR.
The Trench comes up endlessly on any Dota 2 forum or thread. People post stats for games where they were clearly the best player on a losing team, cite the wonky or misguided items and skill builds of their teammates, and just attribute it to the Trench losing them games they should have won. Occasionally you’ll read debates about whether the Trench actually exists or not, but like the Trench (and most arguments online), they tend to be cyclical. It’s also difficult to peg just where the Trench lies, rating wise. Though the average rating for most players who play Dota 2 lies around the 3000-3500-range, players far lower and higher tend to find themselves in the Trench, making it difficult to suss out just where the Trench is. Regardless of where the Trench may be, however, many state that if they could just start the calibration stage over or suddenly have an account with a higher MMR, they would be able to properly compete and attain their “true” rating.
Juice, a high-level player (about 5600 MMR) on the PlayDota forums, decided to test whether the Trench really existed. To do this, he requested a 3000 MMR account that had already undergone calibration from someone else on the forums, and experimented to see if he could get out of the Trench simply by being far better than the rest of the people around him. The account he eventually got was rated around 2900, and he aimed to take it back to the lowest point that his own account has reached in ranked matchmaking (5400). Keeping in mind that because the account had already been calibrated, Juice would only receive about 25 points per win (and would lose 25 per loss), so he would have to win far more consistently than most players at 2900 in order to climb up to 5400, which would mean that a player who is far better than the people around him should be able to reliably raise his rating out of the Trench.
The result? Juice summarizes his experiment quite nicely:
“A total of 2500 rating [gain], 122-22 overall score (85% solo queue win rate, wow forced 50%!) and moving the account from 47% win to 60% win. 16 out of 22 losses were in 4500-5400 range. Playing from 5000-5400 for me meant meeting the same players that I meet on my main, except I got teamed with 6k players instead of playing against them.”
Juice did what many believers of the Trench thought was impossible: He singlehandedly won games for his team. By picking heroes who don’t rely on team play to gain an early advantage in gold and levels, Juice was able to take control of just about all the games he played at the 3000 level. It was only after he started closing in on his main account’s rating that he began having any issues outplaying the entire enemy team. If the Trench gave Juice teammates with qualities that Trench believers often bemoan (dying too often for no apparent reason, buying the wrong items for their character, and overall poor decision-making), it didn’t matter much. Juice recounted that many of the mistakes that players make at the 3000 and 4000 levels are widespread, and while many players express frustration at how their teammates play, he noted that more often than not those same mistakes happened on the opposing team as well.
Juice also catalogued his progress as he made his way up the ladder, and found what many expected: As he climbed up, it became more difficult to win, but not by much, as we can see from his final win-to-loss ratio. He also found, however, that while many average players assume that much of the irrational or boneheaded play would taper off once you’d escaped the Trench and reached a higher rating, this is not the case:
“. . . I’m really starting to dislike this rating [4000-4500] range because people are defeatist, egotistical, they think they’re very good at the game and try to tutor everybody else (why do they all think they’re smarter than the other people at their rating, sigh), they whine and cry from [the] beginning, try to force their item choices and opinions onto others (which are wrong most of the time) and generally are their own worst enemy and the reason they sit there.”