50% Dynamic Que winrate is missing the point.
The idea that making the matchmaking system such that both solo and dynamic que players winrates are 50% misses why the system is broken.
-
It does not matter if you win 50% of the time if your input does not matter 60% of the time. As a Solo player I feel that playing with larger teams (3-4) makes my input irrelevant to the game and makes those games less enjoyable in general (as they usually have no reason to communicate to a random solo like me, or better yet, choose to be toxic and simply outnumber the single player in every aspect (surrendering 20 minutes in because 'someone on the team needs to leave soon')). I have heard several other solo players share this sentiment. Playing solo with a larger dyna-que'd team makes for a unfulfilling and terrible game experience, yet alone ranked experience.
-
50% winrate means nothing. A coin flip has a 50% win rate, but flipping a coin is not fulfilling nor enjoyable because the win or loss is not guided by your choices and actions. Whether winning or losing a game due to a dynamic que team, without competitive satisfaction in playing there is no reason to play ranked.
-
This shit is still impossible to balance. If teams are being placed in higher ranks due to the 'advantage' of communication and teamwork... but lack communication or teamwork... at the same time a team might have such communication and teamwork that simply assigning a higher rank will not make up for the gap in performance. This is ignoring teams that are 'dyna-boosting' low rank players, playing to get an S rank on one of their members, or wildly varied skilled players queing together. This system cannot possibly handle this balance nightmare.
The day Riot fixes these problems, then I will say that they 'fixed Dynamic Que'.