RiotLyte, the changes proposed will not fix dynamic queue
RiotLyte announced the following changes would be made to dynamic queue
- We're significantly increasing the matchmaker preference to pit 5s against 5s, and 4+1s against 4+1s.
- We're changing the matchmaker to reduce the number of lopsided matches, and wait a little longer in queues for games 3)We're changing pro-level matchmaking so queues are longer, but they are more likely to face Challenger+ This should fix many of the concerns about Dynamic Queue
This will still not fix dynamic queue and in fact will make it worse. Imagine if 5 teams NEVER played against non 5 man teams, this sounds like a perfect system based on your announcement. In this scenario, how could you rank teams and individuals on the SAME ladder when they can NEVER even play each other?
Reducing the amount that teams and individuals play each other only makes the ladder rankings more inaccurate (which is the entire problem of dynamic queue). Dynamic queue forces teams of inferior players to play vs unorganized teams of superior players based of some arbitrary difference in skill level that riot decides. This introduces a massive amount of variance and luck into the system and increases the inaccuracy and exploitability of the system.
In addition, the skill set required for team play is different than solo queue. Many solo queue all-stars have not done as well in their transition to the pro scene. It is fundamentally a different game, many pros have said this. It does not make sense to rank these different skill sets on the same ladder.
The only real solution to have an accurate ranking is separate queues for individuals and teams. Even the old system was not perfect, but it was reasonable.
Edit: Old riot lyte post discussing dynamic queue: http://boards.na.leagueoflegends.com/en/c/GD/JNwgrzih-qa-about-dynamic-queues-and-new-champ-select?show=flat&page=14
In his first point he gives a great example of why dynamic queue won't be balanced:
- We upgraded the matchmaking system to pair similar group comps together.** It is possible that it might be harder to rank up in a premade group than as a solo because you'll be consistently exposed to crazier, and more competitive strategies.**
What if top laners do much better when paired with a team of 4 than junglers? What if the team of 4 invites the random to their call? What about the increased impact of smurfs queueing together? What about the skill differences required to play as a team vs solo queue? What if their matchmaking algorithm favors mechanically skilled individual players and teams with good shot calling (versus the other way around)? What about champion balance in teams vs solo play? There are so many different factors to balance the match making algorithm around now that it inevitably will favor certain players and team sizes more than others.
I guess we are just stuck with it for a while.