Flex Queue Matchmaking is busted.
So i was just placed in a game. What I assumed to be a Silver V game. But my duo, who happened to be using lolwiz, noted that the enemy team had [edit]: 3 plats 2 diamonds.
Upon closer inspection we found out that our team was composed of 2 silvers (my duo and I) 2 golds and a plat 5.
So right off the bat, we realize that it's going to be an uphill battle. We manage to do well in our respective roles, but our other lanes understandably get roflstomped by the enemy team. I try to make a few roam plays as Aurelion Sol, but for every good play I make on one end of the map, the enemy is making 2 equally good if not better plays happening elsewhere on the map.
It becomes very obvious that the enemy team is more coordinated than us, but my duo and I keep our heads up and try our best to make things happen. Unfortunately it is not enough and our team eventually loses the game.
In post game screen we find out that the enemy team was a full 5 man on voice comms. Meanwhile our team was composed of a 2 man duo and a 3 man.
So not only are the ratings stacked heavily in the enemy team's favor, but the premades are heavily stacked as well. There was a study done on how much of an advantage a 5 man has vs a 3 and 2 man and the numbers were something around a 65% winrate in the 5 man's favor. Asuming an equal skill level between both teams.
I don't know how we were feasably meant to win this match. You could say "git gud and carry", but should 2 people really be expected to carry in an uphill battle against players 2 or 3 leagues higher than them while also trying to compensate for a team that is much less skilled and less co-ordinated?
Seems a bit nuts to me.