I’ve been doing alot of soloQ in the past 3 weeks, I now have over 200 matches played.
Here are the problems:
1) 25% of matches have a 4v5 situation for all or part of the match. This creates unfairness for the team that is short, and normally leads to an unchallenging (and not fun) match for all involved. Sometimes the 5th player starts zoning in just as the gates are opening, which sets one team behind by 10 to 20 seconds, which often is enough to cost the match. Many 4v5’s occur before the match has started, though occasionally some are caused by disconnects mid fight (this is the rarer case).
Solution: Delay the start of the match until both sides have 5 and all players are ready.
2) People occasionally disconnect or afk during a match.
Solution: Give players the option to report people who are afk. If 3 or more people report a player as afk, then the person gets booted from the map and a replacement player is found.
Solution: In cases of afk or disconnect, the game pauses the match, and a replacement player is found, resume play once they have selected “ready”. Any player that comes into the middle of a losing match does not get credit for a loss and their MMR doesn’t go down, but if their team turns it around and wins, then they get credit for the win (as reward for their skill).
3) Class balance mismatches. I’ve seen matches with 5 thieves/mesmers on one team, going up against a balanced team (mix of bunkers, condi, and power burst). I’ve seen one team full of high dps classes, against a balanced team. This is a complex problem to solve, but some of the simpler aspects could be solved without too much debate. Let’s face it, we have a bunker meta. A team with 2 bunkers has an inherent advantage at holding points against a team with no bunkers.
Solution: The matchmaker should look at classes, not just MMR, to create the teams.
Advanced Solution: Add logic to the matchmaker to evaluate not just classes but likely roles (bunker, condi, power) looking at gear and traits, to balance things out. Each team gets a comparable number of bunkers, etc.
Ultra Advanced Solution: Identify OP builds, for example hambow/healing signet warrior, bunker guardian, spirit ranger, MM necro, decap engi and spread them as evenly as possible across the teams. And don’t allow people to switch classes before the match.
I’m not saying the proposed solutions are perfect, but I believe they move soloQ in a positive direction that is sorely needed right now because most people that I talk to who do soloQ feel it’s a real mess right now.