MMR alone is not a sufficient enough metric to balance teams. Way too many games where one side is 300-400+ CR on average higher than the opposing team, despite the MMR average of both teams being the same. This can create gear and experience disparities and ends it very lopsided games. While over the course of a lot of games this can even out, if you get multiple matches in a row like this, it can dramatically tank your MMR and really put you in a hole that can be tough to dig out of.
Spec balancing is working well and I wish regular bgs had that, but basic CR balancing would really help even out matches and hopefully reduce the number of blowout matches.
Last match I had and taking out the lowest player on each team (we had a 288cr player), it was still 1,997 vs 1675. This isn’t to say that low CR players are bad, they aren’t, or that all higher CR players are amazing either. It’s more that players might win a few games in a row, while their still gearing, and get tossed in a game that is outside of their current gear level. I also get that CR doesn’t always mean gear either, but generally if you have grinded up to about the 2k range, you’re usually in a decent set of gear simply because of the amount of matches you need to get to that point.
Sorting:
- Divide up any duplicate specs.
- Divide up classes.
- Divide up relative to CR.
That would give the best chance of both teams having fairly similar makeups. Now get rid of factions and do this for regular bgs as well.