What is EOMM in Marvel Rivals and what NetEase says
Marvel RivalsPlayers report streaks and lopsided games; the studio denies engagement-based matchmaking.

“EOMM” has become a catch-all explanation for why Marvel Rivals can feel like a roller coaster of big wins followed by brutal losses. The term stands for Engagement Optimized Matchmaking — an approach that uses more than raw skill to shape lobbies, often with the goal of keeping you playing. The debate isn’t just semantic: it goes to the heart of whether ranked outcomes feel earned.
What EOMM actually means
Engagement Optimized Matchmaking is a family of techniques that tune matches for player retention rather than purely for fairness or MMR parity. In theory, an EOMM system can consider signals like recent win/loss streaks, playtime, churn risk, and party composition, then nudge difficulty up or down. The design goal is to avoid players getting “bored” by easy games or “fed up” by extended loss streaks — even if that produces inconsistent match difficulty from one game to the next.
Importantly, EOMM is not the same thing as skill-based matchmaking (SBMM). SBMM attempts to assemble teams of comparable hidden ratings. EOMM can still use skill as an input, but it optimizes for engagement outcomes rather than a pure rating delta between teams.
What players say they’re seeing
The community’s case for EOMM hinges on recurring patterns:
- Pronounced winning and losing streaks, often arriving in clusters.
- “Stomp or be stomped” games that feel decided before the midpoint.
- Teams that appear stacked with players on win streaks while the other side shows recent loss streaks, and then the pattern flips a few games later.
Some players respond by limiting sessions — stopping after one or two losses — with the belief that stepping away avoids being fed into a cold streak. Others point to high ranks attained with sub-50% win rates as evidence that the system is designed to keep people in the pool for longer, not to reflect pure competitive progression. None of this is proof on its own; it’s pattern reading. But it explains why EOMM has become the default culprit when games feel lopsided.
What NetEase has said and shown
The studio has addressed the rumor directly. In mid-August, Marvel Rivals issued an official statement saying the game does not use EOMM and promised a deeper explanation of its systems. A week later, the team shared a video overview outlining how matchmaking and ranking currently work.
Here’s the distilled version of what the studio described:
- Matchmaking starts with your competitive score and several “nodes” (inputs), plus party size and team composition. It splits two teams to keep overall competitive score as even as possible.
- Search widens over time to avoid long queue times. As the window expands, lobbies can include players slightly above or below your range — a trade-off that reduces waits but can increase variance.
- Parties are matched against comparable party sizes, but uneven splits can happen (for example, a 3–2–1 grouping versus a 3–1–1–1). When that occurs, solo players’ competitive scores factor heavily into balancing.
- At higher tiers, the game restricts very large parties (like 4- or 6-stacks) and avoids role-based matchmaking to keep queues moving and teams fillable.
None of this, on its face, is EOMM. It’s a pragmatic balancing act among wait times, party parity, and score parity. The studio also acknowledged the existence of “outliers” — matches where the balance lands outside the ideal envelope — but framed them as the cost of faster queues rather than an intentional streak engine.
Why NetEase’s research keeps the EOMM debate alive
Complicating matters, NetEase has published work on engagement-aware matchmaking. A 2020 paper on a system called OptMatch emphasizes close, satisfying games as a way to maximize player happiness and retention, with explicit fairness constraints rather than overtly “forcing” outcomes. You can read that in the company’s own documentation.
This is where players conflate terms. Many see “optimize for engagement” and assume “rig matches.” NetEase’s paper positions OptMatch as engagement-minded but fairness-bounded, which is different from the caricature of EOMM that hands you wins and losses to steer emotions. Still, the existence of engagement-aware research makes denials harder to accept at face value for some fans, especially when their match histories look streaky.
Can a non‑EOMM system still feel streaky?
Yes. Team shooters are noisy systems. Even without EOMM, you can get clusters of wins and losses because of:
- Queue expansion: As search widens to reduce wait times, you’ll occasionally face opponents slightly outside your comfort range.
- Party-size asymmetry: A trio with good comms can swing a game. Even when total competitive scores match, coordination effects create perceived “free wins” or “unwinnable” games.
- Population swings: Off-peak hours, region overlap, and season resets all change who’s in your funnel.
- Meta and hero variance: In a hero swap game, team comp and flexibility matter as much as aim. If your squad refuses to counter-swap, a fair lobby can still devolve into a stomp.
- Statistical clustering: With a near-50% long-run win rate, streaks are common and can be long just by chance.
None of that proves EOMM isn’t present; it simply outlines how streaks can emerge from a system that is targeting score parity under real-world constraints.
How to read your own experience (and keep your sanity)
- Look beyond single games. A handful of stomps in either direction is weak evidence. If you track 50–100 ranked games, focus on average opponent quality, party sizes, and the timing of queue pops — not just the W/L column.
- Avoid “tilt queueing.” If you’re frustrated, step away. Whether or not matchmaking is “reading” you, fresh decision-making and better comms help as much as any setting tweak.
- Control what you can. Duo with someone who flexes roles, call swaps early, and learn two viable heroes per role. Those habits reduce comp-driven stomps more than any mythbusting will.
- Mind timing and region. Queueing during healthy population windows can reduce outlier lobbies created by aggressive search expansion.
So, does Marvel Rivals use EOMM?
The only official word today is “no” — the team explicitly denied it in an announcement and followed with a system overview that foregrounds competitive score, party parity, and expanding search windows. NetEase’s published research shows the company has explored engagement-aware, fairness-constrained matchmaking, which likely fuels suspicion when players see streaks. But absent code transparency or a formal technical postmortem from the studio, the debate will keep simmering.

What matters day to day is whether ranked feels competitive. If your games are mostly coin flips punctuated by outliers, that aligns with the studio’s stated design constraints. If you routinely feel like lobbies are pre-decided, the perception gap remains — and that’s a problem no algorithm label will fix on its own.
Bottom line: “EOMM” has become a shorthand for frustration with streaky, lopsided matches. NetEase says Marvel Rivals isn’t using it and points to a more conventional, queue-time-aware system. The lived experience for many still swings wildly, which is as much about party coordination, population, and variance as it is about any one matchmaking acronym.
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