@ Evan Lesh
You are confusing elite with prestigious. The elite in this case being formed by pre made team groupies who are willing to stack specific classes and builds.
The majority of matches favor one side and most of those who have risen to high rank have done so by being on a team rather than by individual skill. This doesn’t result in prestige, it results in a caste of haves and a caste of have-nots.
Everything you wrote is demonstrably false.
There are plenty of players who reached legendary via solo-queue. Heck, some guy posted a thread where he solo-queued to legendary running core necro (NOT REAPER) on a brand new free-to-play account (so no MMR advantage). Some other dude posted a thread with screenshots of each of his solo-queue matches to legendary.
How did they accomplish that? By being more skilled than you. Don’t pretend otherwise.
Sorry… but a TOP player having a fresh new account will not have difficulties because the new player account is AVG MMR (or better).
If the MMR was fixed to 20% for new account, TOP players would find it more harder to SOLOQ in the last tier of the player base.
All this because they choose to put MMR for your team but not for the opponent
Either remove MMR or do MMR vs MMR. The actual system is a joke that let TOP player trying to let you think they are better than all because they win matches on second account, but it’s false since their many account are old and got MMR in the top 20%. (and if completely fresh 2016 account, they start at AVG MMR and have the skills to make it goes higher… starting in HELL (20% bottom) would be a different story.
This is bad because many TOP players are really the best of the WORLD but the League and is MAtch Making remove that value since the system give them EASY rides.
How does one go from average MMR to below-average MMR? By repeatedly losing to players who had lower MMR than you, or at least similar MMR. Your MMR barely changes if you lose to a team that had a much higher MMR, so it’s not your blow-out losses to the Abjured Premade that caused your MMR to tank. It’s losing all those games where you were actually favored to win.
And how does one go from average MMR to a high MMR? By repeatedly beating players who had higher MMR or similar MMR.
The real problem here may just be that there aren’t enough weak players to go around. If there’s only 5 weak players in late Sapphire / early Ruby queuing up at a particular time, then they’ll all go on one team and won’t be able to find an equally weak team to play against. None of their matches will be fun. Their MMR won’t change much from the resulting blowout losses, but they’ll continue to lose any vulnerable pips.
One solution would be to let the weak players drop down tiers so that they wind up in a bigger pool of weak players, but that would just lead to more frustration with respect to progress.
The better solution would be to attract more players, so that there are enough weak players to form a 5v5. To that end, letting us queue outside HOTM would go a really long way. Also, making the reward tracks more meaningful would also help.
Both of your bolded statements have to be backed up, or you are just spewing hot air. Here what Anet says ( I know the information is dated but there is nothing else out there for us to rely on). I’ll highlight the important variable for you.
<Ratings period=“3d” max-periods=“20”> <Rating default=“1500” min=“100” max=“5000” ( display the max,lowest and avearge MMR possible) max-change=“300” profession-ratio=“0.25”/>
(Now here is the deviation, that’s is how much it changes upon win/loss) <Deviation default=“350” min=“30” max=“350” /> <Volatility default=“0.06” min=“0.04” max=“0.08” system-constant=“0.5” /> </Ratings> <Ratings type=“Ranked” reset=“2013-11-26T08:00:00-08:00” partial-reset=“2015-01-27T16:30:00-08:00”/> <Ratings type=“Unranked” reset=“2013-11-26T08:00:00-08:00” partial-reset=“2015-01-27T16:30:00-08:00”/>Based on this, it’s pretty clear that the other team MMR does matter, but to an extent, when it comes to your rating. You can lose/gain between 350 MMR point or 30 MMR point per games. Let’s say going up against the abjured resulted in a 30 MMR point loss; after 10 losses you be around 1200 MMR if you were around 1500. So, how are these numbers not significant?? I could be wrong though.
In Glicko2, the “Deviation Default,” “Deviation Min,” and “Deviation Max” values are multiplied by a function of your volatility to determine the actual change in your rating. (See http://www.glicko.net/glicko/glicko2.pdf, starting at page 4). I can’t copy/paste the actual formula so I’ve provided a link instead. (Note: It’s not a straight up multiplication, but the volatility factors into the final ratings change). So the actual ratings changes are going to be lower than what you provided.
Also, there’s nothing wrong with your MMR going down by a meaningful amount if you lose 10 times in a row (even if it’s to the Abjured). But if you lose to the Abjured twice, then win vs. a team that’s closely matched to yours, then you could have a net MMR increase (using the information you provided). So again, the primary impact on your MMR is going to be all of the games where your MMRs are relatively close. This goes back to my earlier point about how “MMR hell” is an issue only when there aren’t enough weak players to form a competitive 5v5 (see above for suggested solutions).
Also like someone stated below me, MMR is only taken into account to match you with similar folks. So losing 10 games in row, might be a thing depending on which side of the MMR you ended up in. Because there is no corralLatin between your team MMR and the opponent.
That’s a separate point, and I agree with it. If your MMR is below-average relative to other players in your pip-range, then you’re going to lose more often than win. Just like if I became an NBA player, whatever team I join is going to lose more often than win (assuming that they’re forced to field me, rather than keep me on the bench).
But let’s be real here: the people still stuck in emerald/sapphire/low-ruby are not going up against the Abjured in unwinnable matchups. Using your own logic, all of the high-MMR people should already be in diamond/legendary by now.
theres the idea. every team gets 6 players. choose who doesn’t git fielded. you can tag them in after you are downed, or don’t
theres some new game play options