It kind of sounds like both of you are irrationally mad at the proposal of a feature that would no longer allow high rated sweats and or streamers to Smurf and crush low rating players trying to learn for laughs and content.
So if those people are the ones losing in this situation fine by me.
I think there is some merit to account-wide MMR per spec, but a single MMR across all specs is clearly a bad idea. There is not nearly enough overlap between roles and classes/specs for a single MMR to make sense.
Yes some people keep low-rated characters of their main class specifically to boost/smurf on noobs, and account-wide MMR per spec would make that more difficult. Other people are doing it as a way to overcome ranked anxiety. They feel less pressure to play rated if they can think of their lower-rated alts as “for fun” queues, or they can leapfrog their characters as a strategy for climbing. But maybe blizzard should not give players the option to do this as it does allow clearly allow for smurfing.
Yo why do people keep suggesting this idea? It’s beyond fried, can you please list one successful game ever in the history of online that has “account wide mmr”. This has got to be a twitch meme
Yes that is probably the most innocent example of smurfing. You are queueing with good intentions to help someone new learn arena, and you don’t want to mess up your main’s rating. But maybe it is better to just queue with your friend on your main and lose a few matches while your MMR adjusts to give fair games. You can just regain the rating later playing with stronger teammates.
League of Legends has advanced smurf detection, which is sorta similar to what account-wide mmr would be. People make new accounts all the time, but the game can quickly adjust mmr based on a few matches.
That’s because most mmorpgs unfortunately feed off the whale-krill dynamic where its entire foundation is getting rolled so that eventually you will be able to get gear and roll other people.
That perspective dominated in classic-mop where pve gear and gear in general that equated really to nothing more than time played decided a majority of encounters.