The real problem facing DynQ, the hostility directed towards experiences with premades, is a result of the values and core gameplay already instilled by the original system.
In the old SoloQ- there were problems too, and it was frustrating. It was a system where your individual merit was solely measured by the outcome of a team game( Which may not sound different, but-- )
That old ranked experience became canonized by a few things, and those solidified in the games' culture and community.
Things like:
-The only sure way for you to win, is for YOU to carry
-Consequently role hierarchy is established, from what role will YOU have the most impact acting ALONE
So, a 'good player' being a relative term- a good player WAS:
-Mechanically skilled enough to win their match-up by a large margin
-Able to look for opportunities to leverage that margin across the map for more advantages
-Direct others to follow their lead, or BRUTE FORCE win fights
People gave duos shit because having a known factor on your team gave you an advantage- either YOU could carry or HE/SHE could carry OR you could count on that second person to specifically help you carry rather than try to carry on their own, or vice versa.
Either way, it displaces the burden of "The only sure way for me to win is for ME to carry"
into "The only sure way for me to win is for ME to carry, or HE/SHE to carry, or WE to carry"
Not to mention that just having someone you know you can communicate with or count on a minimum performance level takes away some of the stress altogether.
Now, did people win games because a stranger carried the game? Of course.
But my point is that the MENTALITY of the queue was different-- the CONFIRMATION BIAS of feeling like "I carried that game" and remembering games where you were the carry rather than games were you were carried was very real.
This led to the most important point- People FELT that they were very personally responsible for their victories and so they FELT that whatever they did accomplish was very much a result of their own skill.
In DynQ, people are queuing in groups of players they can count on. Even if they aren't good, they are known quantities. They can have definite communication, they can forgo attempting to carry to help someone else to.
The more prevalent premades become, the more the definition of a good player shifts.
And so, people who may have thought they were a 'good player' who forged their own way in ranked through skill (Confirmation bias or not) are suddenly not feeling like good players. And no longer feeling like they matter in a meta where the only sure way to have a chance to win isn't just for you to be the carry.
How do we fix this? How do we address a bunch of... feelings?
I don't think we fix it. It's just different and many people will never like it as much as they liked it before.
Riot committed to a big shift in the values of the ranked scene. In a queue where teamwork is now more commonplace and viable in ranked, people who are still trying to carry alone at all costs are not seen as favorably. And when more teams are working together-- NOT working together is much more punishing than before.
I mean Riot has tried. More objectives for people to work together to get, ip incentives for premades, clubs, etc.
For people that played thousands of games with that Solo mentality though... idk, no appeal