MMR has to work different for different elos
Hi guys! Pls write an answer before downvote. This post is mostly for Riots, but you can write your opinion too.
In previous season I was Platinum 4 (dont look my position now - I'm probably too old for that game), and I'm data base programmer myself so I know what I'm writing about.
How was designed MMR system ? If you win more - you get more LP per win, if you lose - you get less LP per win and vise versa for lost games. Same time with growing MMR you'll meet more skilled enemies, and weaker if your MMR is falling.
But most boosters worki in low elo, because they grow faster there - so they can do more orders, plus its cheaper for players, so lower players order more. I think most boosters work in Silver, because players just need Gold to get skin, plus Silver and Gold have highest populations. So most boosters sit there.
Now about smurfs - after creating new account, player can't become Platinum after seeding 10 matches, he can get max Gold 1 division. Because of that every smurf found himself in Silver or Gold.
So while players have to find weaker enemies, they find stronger. Much stonger.
If medium player has winrate about 53%, let's substract from it AFK games, games vs smurfs and games vs boosters, we'll get 49% winrate. You can say that both teams have equal chances to have smurfs or boosters, but it's not true. It can be true if player will play 1 million games, but in his 100-500 games his chance that he will have equal amount of games with smurfs in his team and games with smurfs in enemy team is very small.
Riot must think about their MMR system for different elos. Player's elo must depend only on player's skill, not on random luck.