With the current pip system in place, players are artificially held in different tiers thanks to tier and division locks. MMR has no place in determining if a player should be in the tier or division they are, because the system rewards advancement when you get on a lucky win streak. In lower tiers, you could lose 50 in a row, but still would need only 4 wins to advance. Once you cross divisions, you’re stuck there regardless of how many losses you have. You could have an extremely low MMR, yet you’ll be randomly placed with other similar players in your tier range. Mediocre and good players have a chance to be teamed with a poor player. This then affects the overall balance of matches, since some will be handicapped by having to give directions or strategies while in the middle of combat. Let’s face it, not all players understand map strategies.
With this in mind, I’d like to propose something drastically different. Instead of a pip system and tier/division locks, why not rank players based purely on their MMR? An example of this idea would be:
• Amber – MMR 0 to 100
• Emerald – MMR 101 to 200
• Sapphire – MMR 201 to 300
• Ruby – MMR 301 to 400
• Diamond – MMR 401 to 500
• Legendary – MMR 501+
Having such a pure and simple system would allow poor players to go backwards in divisions, and play with other players near their true MMR score, and the good players will still advance to play with like-skilled peers. When you win or lose a match, your MMR score is adjusted accordingly to how well your team did. You can’t use individual scores, since some bunker strategies tend to leave those defensive players with lower scores. As for dual queued and up, we would have to assume that these players have a greater advantage since they could be on voice comms, so their scores should be adjusted more severely if they lose, and gain less MMR if they win against all pugs (based on matchmaking using similar MMR).
In GW2, Trading Post plays you!