Doubt it. People would still complain just like they do in every other game that does exactly that.
Your solution does not work for the games in the have it implemented. Many of which are easier for 3rd parties using API to provide accurate MMR ratings used by the systems. Why exactly would the Lol community be any different?
Riots posts on the topic when they switched from "Team Elo" To the "League System" comments that it showed clear positive impact on population and interest in the que. So I doubt they would want to swap back to something with lower player interest. I believe they claimed it nearly doubled the participation in ranked ques.
Meanwhile your complaints / "Propaganda" Don't adhere to the basic concept used in Elo's work and damage the value of a rating which can only be used when its accurate.
You also don't provide any support for your argument besides "use anecdotal evidence like I am guys." Your response to Saezio makes it pretty clear your counter argument to others is "Lol your wrong im right!" which is not really a convincing argument when you fail to support it with any data. Its pretty self fulfilling.
Its not difficult for average players to take a step back and look at the ranked ladder. There are clearly trends in higher skill being farther up the ladder.
Your Logic is broken. Sazio pointed out how an error.
Also, have you thought that if you have >50% winrate and the system wanted you to lose, they would match you with people with <50% winrate moving THOSE ACCOUNTS FURTHER AWAY FROM 50%.
If its rigging games off WR then clearly its not doing a very good job. if the way it riggs WR is off WR. How's that create accurate data to use to rigg games? Why does it fail to provide sub 30% win rate players the teammates that can carry them up 20% to hit a forced 50%?
If its rigging games off in game stats with no consideration to WR how exactly does it generate accurate data on skill? Statpadding is inherently easier then winning. How does it tell a skilled player from a selfish one if you don't consider the matches outcome?
Elo is a reactive system, Rigging games is proactive. The amount of effort required to run a reactive automated systems is massively less then building a proactive one. If you don't understand this I can walk you over why.
Do you have anything to add with substance? Got any proof besides "I said so"?
Why would riot want a rigged system in the first place by the way. Its harder to make, Any end goal for them could be done with a functional MMR system being adjusted. More time to grind? Lower K factors. Thus Lower MMR gains. More time to grind accomplished with a single rule change to 1 variable. 100% effective 100% of the time. All directions covered.
Make it harder to climb? Shift the MMR ranges of Tiers so that lower Tiers represent a higher % of the player base. You can do this very easy during a soft reset. Works 100% of the time.
Prevent some one from getting to the Top? System expectations for an average player to make it to the top are for ever. You don't expect average to climb you expect them to be at the average MMR. Logistical distribution puts expectations for 1C to be 76% vs 24% and 2C is 91% v 9%. So 3 to 1 then 9 to 1.
What does riot gain from rigged matches? How do you calculate skill in a rigged match system?