You make great points, but I disagree with one thing you said: that QM is not balanced.
I am consistently against hard counters, both on an individual level and on a team level. The thing about MOBAs is that they’re strategy games. Some heroes synergize well with other heroes or with certain maps. And yet, it’s clear that one team will often synergize very well, while another won’t. And it’s clear that there is a rock-paper-scissors aspect to team composition. So, despite the complexity of the game, the fact that teams are almost always rock, paper or scissors can’t be pure chance.
If you are good enough at the game, like I am, you will consistently be put on maps where your hero is at a disadvantage, against heroes that counter you, and without proper team composition. It’s clearly not just randomly splitting 8 players in 2 teams to make a perfect even MMR, that wouldn’t even make sense. It tries to split in terms of roles, so that both teams have the same number of tanks/healer/etc.
But even then, it’s not completely fair. So how would it determine which team to put to bruiser character on? Well, the team that’s favored to win, of course. You can’t tell me that one team is never favored to win, because them both teams would need the exact same average MMR to be allowed to play, and that’s impossible.
So we’ve established that MMR isn’t enough to balance a match. We’ve established that team roles can’t be perfect every time. So how does the algorith them generate team compositions that are “fair and balanced”? It looks at global matchmaking data to become better at doing this, it would be irresponsible not to do this. Except doing that doesn’t account for consistently good players who can beat the odds (like me).
So with all that said, the MM algorithm is perfectly capable of stacking teams, and it, in fact, is always doing that. You can tell with 100% accuracy whether or not you will win the game. For one, if you don’t play carries, you’re likely to lose. If you do play carries, like I do, then you can tell immediately just how hard you will or won’t carry.
I play Butcher, so it’s extremely obvious to tell when I have or when I don’t have what I need to be effective, or when I’ll be a vegan. I am consistently up against terrible odds, but I can tell when the odds are insurmountable.
I was wrong only once on my prediction: I was matched against a bunch of goobers and knew, within 60 seconds, that we were going to win the game (I had 100 meat in the first 60 seconds with a very strong Imperius player who had the “attitude of a winner” is what I’d call it). I was coming off a loss spree with toxic teammates who blamed me for losing the game (because of course, it’s Butcher’s fault, and if I respond, I’m the one who gets mass reported for being abusive).
To keep my sanity among bad players, toxic players, and a gag order (I’m not muted, but I have been a few years back), I HAVE to make a call about whether or not I will be invested in any given match I’m part of. And I’m extremely good at making that call, after all these years.
The system is extremely consistent at what it does: keep everyone as close to 50% WR as possible. Which means, once you understand what it’s doing {from seeing it over and over again}, you can just right away immediately move on mentality from the match, or chose to actually invest yourself. I’ve been told that I have a loser mentality from doing this, but winners know now to invest in bad ventures. Part of being a winner is knowing when to cut your losses, and knowing what your odds are.
Keeping in mind, in all this, that I am just playing QM to relax and have fun. Blizzard, do you understand, after all these years, why your game is dead?