What causes this?
Shaogin has been collecting some very interesting data in relation to this very thing. As usual, we are all waiting for a response or some kind of input from Anet.
https://forum-en.gw2archive.eu/forum/game/pvp/Matchmaking-Question-3/6433448
Find pvp players: https://www.reddit.com/r/GuildWars2PvPTeams/
You rarely get a balanced match, since season 1 it’s been like this. This new and improved isn’t much better. From 2 duos vs all solos to 4 warriors vs 3 thiefs, it just never ends. I could count the number of matched games I’ve had compared to the number of what feels like predetermined results.
How could it be balanced, when the system is trying to juggle individual players skill into a team and THEN rewards/punish the individual players for the performance of said random team?
It’s not possible. It’s a dream, a folly dream at that.
The sooner our PvP dev realizes that, the better.
So why not redesign the rating system around individual performance? Measure each player’s performance in a match through a system of points (Uses each of the top stats as a point measurement and uses math to convert each individual one to an amount of points; I.E 1 kill=10 points on the point system, 10k damage=1 point on the system, 1 death=-10 points etc. ) and when you have a certain number of points you will lose/gain/not change rating. (I.E. lose rating zone goes until you hit 150 points in the match, 151-210 doesn’t change, 211+ is gain rating) Then you have all performance types (Healing, bunkering, dps, ganker) being rewarded and those who perform well get more rating while those who are bad don’t. Then you eliminate dependence on your team to increase your rating as it’s not based on win/loss.
Would something like that work?