Now let me start by saying that the “new” system of rating being determined by a numerical gain/loss dependent on the outcome of the match is a definite improvement over the old system of pip gain/loss determining your rank at the end of a match. I won’t go into detail why because I think the opinion on this is fairly unanimous.
However, there is an extremely unhealthy climate in PvP, in particular in the higher ratings of Pvp that should really be discussed. For most people in the top 50 or so players, this has been an elephant in the room for several seasons, but the overly punishing nature of losses is hugely impactful on the effectiveness of matchmaking.
Highly rated players will coordinate, sometimes knowingly, sometimes unknowingly, when they Q as to avoid getting matched against one another and risking a loss. When they can, they will do this in off hours (Hence W/L ratios of 10:1 which is an absurd ratio if you have a matchmaking system Q-ing you against players of equal skill level in a 5v5 match no less where you should have ~20% contribution for your team to win on an equal playing field).
Top level players will Q around eachother effectively creating a vaccum to pull up gold/low plat players into legend rated games and effectively greatly increase their chances to win and carry their own team to victory, especially in a duo Q setting.
Top rated players are in that position in no small part thanks to abusing this sort of strategy. It’s the metagame of pvp. Dodging those who provide you with the most competition and instead preying on those who you really should have no business playing against.
I know numerical player base is a big factor in this, and if you double or tripled the population of pvp this issue MAY solve itself apart from off hours. But the fact remains that the metagame of pvp is in fact not in skill level or builds, but in avoiding actual competition and good games in favor of boosting your rating.
And this is all due to the overly punishing nature of losses. If two duo q-ed teams of top 25 players are matched against one another, the resultant win may grant 5-9 rating. The losing team will lose anywhere from 15-25, despite no massive favor to win or lose to either team. That means the losing team may have to win up to FIVE games in a row to make up for this singular loss against a fairly equal opponent.
It is really no wonder why players play the system to the degree they do. If matched against equal players, no one would have the ability to climb. A good player vs another good player will find it extraordinarily difficult to win at a 5:1 or 6:1 rate which is what they would need to climb in rating even incrementally.
I understand the need to make losses punishing and make climbing difficult, but this is far to extreme and forces players into nasty habits of playing around with the system rather than outplaying eachother in good pvp matches.
I am not making a ridiculous request to punish these players but rather to address the flawed system that ENCOURAGES and in fact necessitates this sort of play to climb rating.
I am not offering some sort of solution to this problem, and I know that anet doesn’t play much of their competitive game mode, but please at least understand the nasty habits that the current system has developed.
Thanks so much for reading, and sorry it was so wordy.
Tl;dr
the overly punishing nature of losses is having a hugely negative effect on matchmaking and the overall quality of matches especially at high level play.