[{quoted}](name=Dextix LT,realm=EUNE,application-id=3ErqAdtq,discussion-id=EEBJv9J9,comment-id=000100000000000000000000,timestamp=2016-07-01T05:47:29.603+0000)
- You have premades and soloes in same matchups, and the solo player is always at a disatvantage at those times.
This is an error in matchmaking. They have admitted that their initial matchmaking for premades vs solos was grossly inaccurate, and that they have improved it though it's not quite perfect yet. Except for the very top levels, there exists a way to balance them - for instance, a silver premade plays against a set of gold solos.
- Even when premades are on your team, it is bad for the solo. Because it robs him of his team contribution. He will never contribute as 3 or 4 people will.
This is always true. WIth 5 solos, you are still reliant on the skills of the other 4 members. If the premade as a group is of a higher skill level than the set of solos that would be there, and thus contributing more, then that is again an error of matchmaking, not an inherent issue of dynamic queue.
Thus he has less decision power, less carrying power and is dependant not on his skill but on skill off his premade.
Decision power I will concede as not knowing much about. Good shot callers who queue solo may be disadvantaged in dynamic queue. I am not one of them, and am happy following the decisions of any player, as long as the team acts cohesively. I will suggest that it is common for at least one player in a set of solos to not listen to the shot caller, and that that is more detrimental than having to suck it up and follow the decisions of a premade.
This is especially bad when the solo is simply pushed out of the group and has to be playing pretty much alone.
I'm not sure exactly what this refers to. If it's late game, I don't see how the premade will prevent the solo from accomplishing objectives together. Is it laning phase and the enemy premade is camping, while the allied premade ignores? I have heard that often, and while it may not seem like the solo has much carry potential at that point, I think his play is just about the only thing that matters. How long the solo player can stall while his teammates take over the map is easily the determining factor in the game's outcome.
- All of this results in rampant LEGAL boosting. Previously, you could still boost, but it was 1 account at most. Now you can boost up to 4 people. Again, this makes the ranking not matter because noone can be sure, who was boosted and who was not. And noone is sure if the person who is playing with you or against you even deserves his rank.
Again, other people's rank does not affect your own tracking of progress over time. If you do want to compare your rank to that of others, then the stickers let you do that. You can safely ignore anyone without a solo emblem and call them 'boosted animals' or whatever it is you do.
I have already detailed why I think that queuing with higher level people is preferable to account boosting in a reply to Vekkna. Since this post is already long, I will not repeat it here.
All of this results in the diminishing worth of any rankings since it is not dependant on skill as much anymore and is made by far more variables that before (Making it more innaccurate).
Over time the only consistent factor is you, so any long term change in ranking will still be a reflection of that as I said. Put another way, the variance might be increased (unconfirmed) but the average should still be the same. Precision vs accuracy and all that.