Alright since my thread got linked over here and the words were indeed taken out of context from the thread I created about me leaving the game, let me elaborate on this.
If you read my thread carefully, I left the game because I didn’t think the 8-10 win loss streaks felt rewarding to me anymore. It felt more like a grind and a chore at the end of the day for me. OP , the post you’re trying to find is probably this one by AZJackson.
And since the content of the topic relates to my post from my thread as well, in a way , let me clarify this. I’m not wholly against the 50% winrate. The thing I’d be more intersted in , which affects and runs this whole system at the end of the day - is the MMR calculation.
As seen in the thread ,stated by AZJackson himself,
“This skill rating is based on whether or not you win or lose games and nothing else - this is up for debate and some day we may find improvements in the future in how MMR is calculated, but there are many good reasons for this and almost every game uses this kind of system to determine player skill”.
So I guess what it all comes down to isn’t the 50% forced winrate at the end of the day, but “Should MMR be calculated in the way it is?” Should you as an individual, even though you’ve maybe carried the whole game, only for your team to do a stupid mistake at the end that cost you the game, be punished by the same loss of MMR as the player who literally kept dying over and over again?
Blizzard already tried to tackle this once with the PBMMR - Personal MMR , which was supposed to be a way where it would track your specific performance in the match and adjust your MMR according as opossed to the “classic MMR calculation” we have now, but we know that that was a distaster and for some reason it didn’t quite work the way as it was intended. Also , just a tiny reminder , there was no mmr reset after the disaster that PBMMR brough to the mmr balance.
So I guess rather than arguing over this non-important 50% winrate thread, wouldn’t it be much better to revisit the topic of "how do we calculate and evaluate player’s individual performance in a match rather then team performance = win / loss as the only metric to set players up against each other in ranked. "
The 50% winrate in this thread is not the problem, as stated by AZJackson. The winrate depends on the fact that “players with equal skill are put together in a match” as said in the thread. But if the system allocates “individual skill level” and distributes the players into mmr ranges based on “win / loss” as the only metric (especially relevant for solo queue players) , I think this is where it starts to get a lot more messier.