Balance in matchmaking needs to be addressed.
This is for years now. Welcome to Anet balance.
10 lose streaks with ridiculous teams is common when you get like 5 wins in a row.
Sad thing that that kind of balance is ok in developers eyes. Noobs (most of the player base) would have 50% winrate, and duos (2%) who play strategic timezones will climb to the top. Only above average players would be punished.
Yes, one of the biggest problem of the game was not changed.
50% aprox win rates is natural thing when you are arround your “real mmr score” the probability of being matched againt better or worse teams in this case are equals and 50% is natural
The issue is called class balance
For a better clas balance they need to implement the class mmr( as an internal number only if they want).
only this way they can harvest numbers of “real” impact of some clases like eles or thief in game
in the actual maner they cant have proper numbers, cuz they cant know the real impact of that impactfull classes in game cuz they only have general numbers that says thinks like ele vs no ele is only 58% or thief vs no thief is 55% but they cant know if ele or thief are second or third roll character for the player and they dont play at full “acount mmr” value, having class mmr will give them those real numbers and let know the real impact of classes
(edited by megilandil.7506)