That’s the problem now isn’t it? How are modifiers justified? How are modifiers calculated? What are thresholds, etc.?
Any competitive Elo rating should only be based on the outcome and difference in rating. It doesn’t matter who you have on your team and how they perform.
If you lose the game you lose points, if you win the game you win points. How much you gain or lose should only be determined by the outcome and the difference in the team vs. team rating.
What’s the justification to lose more points because you’re on a loss-streak and vice-versa?
Take chess for instance. The simplest competitive 1vs1 game. You are judged by your rating and title/rank is given by what your rating is.
Default rating is given to you at first, then it adjusts based on your loss or win. Your rating is not adjusted by how many pieces you took or lost; it’s not adjusted according to how many good moves you made. It’s simple win or lose. The amount is generally the same either way with very small fluctuations based on the opponents rating.
A team game should be no different. The system should evaluate teams not individuals in teams, and there most certainly must not be so many modifiers. That’s just extra crap designed to justify a bad rating system.
The key part in Overwatch is building the teams. Because they designed their rating system in such a weird way (which I think is extremely unfair), they get away with building teams weirdly also. Thus, allowing them to create faster matches and, in essence, gamifying the competition. Essentially you’re playing an arcade game and not a competitive team vs team game instead. So, your chances of winning are not based on whether you have better rating or are better player, rather it’s based on whether your team was build better than the opponent by the algorithm.
This is what leads people to say “matchmaker is bad”, “smurfs everywhere”, “competitive is a joke”, etc…
Simple matter of fact is that if we have just a simple Elo rating system that evaluates only the outcome of team vs team fights, competitive would be much fairer and better, but queues will be longer.
For queues to be faster you’d need an extreme amount of players playing at the same time, because player ratings will be averaged to create teams and threshold you choose for building the teams will define how fair it will be.
Just look at the queue time between 5vs5 comp and 6vs6 comp. Even though former requires less players, it is still longer. Why do you think that is? Are people not playing the game? Is the algorithm having hard time building teams?
Overwatch just went downhill every since they started adding more game-modes, messing up with matchmaker/rating system and overall not knowing how to build a good competitive shooter game.
They kept dividing the playerbase to increase the marketshare, but messed up everything else in the process. Now it’s just an arcade game and it doesn’t matter that “the card says ‘competitive’”.