SR, the “Skill” Rating, is a meaningless number. Anyone who has played for any length of time knows that you will find a HUGE range of actual skill at any give SR. This is because of the MMR mechanism - your HIDDEN “match maker rating”. The stated purpose of MMR is to quickly ID smurfs and protect the general community and their game play from being ruined by said smurfs. That’s not the whole story.
With the MMR system in place, 12 players are selected from the same approximate SR and these two teams are balanced out based upon cumulative MMR to try to predict (not force) a 50% win rate. It is a given that on each team, someone is the best, someone is the worst. Games come down to whether or not your team’s best is better then the other team’s best. These are the carry roles and no one ever wants to be stuck in that spot.
Basically, serious players are grouped with casual players to “even out MMR”. Really what this means it that serious players get stuck carrying casuals.
The alternative, a flat, organic SR that is the ACTUAL skill rating for player. The negative side of this is an increased barrier to entry and casual players get smashed by serious players and it will take a lot of said smashing for players to find their true, accurate SR. After that, it’s smooth sailing and, hypothetically, fair games where EVERYONE on BOTH teams is close the same actual skill.
That will never happen. With all the lore and comics and hoopla surrounding Overwatch, the VAST majority of the community are casual players. That’s where the money is at. A single SR rating would result in a lot of casual players quitting out of frustration. Hence we have competitive mode without a scoreboard, nice shiny medals to protect the under-performers from criticism and a Skill Rating that we can never actually see.
It’s amazing to me that an eSport based on this ridiculous competitive setup is being taken seriously by anyone.