Top 10 Reasons Team-Play Hurts Real-World Gameplay
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About 60% of the time, cooperating with your team is a bigger problem than "being a better player" than the enemy.
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Communication with players you did not queue with yourself is limited to what you can type in chat, which forces you to mini-AFK. That's not something you can do in team fights when you want to "remind" your team to focus an ADC or whoever is most fed.
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Playing well yourself often has no bearing in the outcome of a game unless you do something that can quickly bend the game. Split-pushing, for example.
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Match making based on MMR can sometimes gauge skill very improperly.
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Games are often won by the team with fewer bad players than the team that played the best overall due to bad players leaving "skill holes" in a composition or team.
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Losing games because of a teammate performing poorly could easily be the number one reason for uninstalling.
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Five man teams can cause "landslide" situations very easily. Five good players getting a small advantage over five players of equal skill can end a game single-handedly.
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Getting "caught out" is an instant death designed to disregard almost everything, and is a very easy way to die.
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Inversely to eight, if a fed enemy catches five people at once, there is a 20% chance the game is over.
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In a sort of nuclear arms race situation, starting a team fight with less than your entire team can end a game.
The video is attached to show these points in action.
Dare to compare.