Kaivax basically just explained that there isn’t an aritficial MMR cap:
The statement confirms that there is no upper limit or cap on a player’s MMR in WoW. This means that a player’s MMR can theoretically continue to increase as long as they are winning matches and performing well.
“Population Trends:”
Means the size of the player population plays a significant role in influencing both the average ratings and the variance in those ratings. A smaller player population (as we have seen so far this season) results in lower average ratings and less variances.
Conversely, a larger player population generally leads to higher average ratings and greater variance. As we typically see towards the end of the season.
THE REAL ISSUE,
particularly at the onset of a new season, is rooted more in player participation levels. A robust initial player turnout is crucial for establishing a dynamic and diverse competitive landscape. This diversity is essential for effective matchmaking and meaningful rating progression. Conversely, low player engagement at the start of a season can lead to challenges such as long que times, compressed rating ranges, and potentially less motivation for players to participate, thereby perpetuating a cycle of reduced engagement.
Thus, enhancing early season player participation is key to maintaining a healthy and competitive PvP ecosystem.
While it’s true that adjusting our approach to the season’s timeline is important, the core issue lies in Blizzard fostering consistent player engagement throughout the entire season. Blizzard needs to find ways to encourage a large number of players to participate as actively at the beginning of the season as they do towards the end. Not Via Inflation This challenge is distinct from the issues addressed in Kaivax’s post and requires a separate, focused strategy to ensure a healthy rated PvP environment from season start to finish.