The ELO System: The reason why the ladder is painful.
I would go into massive detail on how the system works and all, but theScore esports' latest video on soloqueue is honestly a better way to explain it (Jump to 5 minutes in if you want to skip straight to the explanation). But for anyone who doesn't want to watch, the system gives you a ranking based on history, and it increases and decreases from the ranking of their opponent(s) and the outcome of the match. That is the jist of the system. So why is this an issue? Well, one person can win you the match, or one person can lose you the match. So far, the lather seems to happen more. That means in a soloqueue game, you have a 75% chance out of the 4 randos to get someone that might very well lose you the game, or even all of them can lose you the game. Not great odds when as the higher you go, the more likely you will play with the same people over and over. Why is it an issue now? In the past, the game was semi-competitive (and less teamplay reliant) and more about having fun, making the grind less painful on losses. Jump to now and the system is completely geared around teamplay, and you have to command 4 other people (who you have no idea will listen to you or not) to win the game. Winning might feel good, but losing feels like you've been to hell and back. The feeling then ripples across the ladder, creating the situation of many upon many (low or high elo) complaining about the system. Changing the tiers and stuff might do something, but its going to equate to bandage work unless something is done to the actual system. The ranking system can stay, but the mmr system (or ELO by documented name) needs work done if something needs to be done about the grind and the terrible feeling rank gives as of late. I'm no gameplay changing expert, so I can't really suggest anything (would love to though).