Originally Posted by
Endus
You've given no reason why that should be true. Not one. You declare it as if it's some truism, and all it's rooted in is "you don't like it".
It's a "minor factor" because winning a lot with poor performance will net you more SR than losing a lot with great performance. If you're winning a lot more than you're losing, if your performance is reasonable, you'll win. Personal performance is a lesser factor, but that doesn't make it a non-factor, which seems to be your claim.
Not at all. If your way is "better", you'll obviously have better performance, and this scoring will push you higher as a result. If your way is "worse", then it'll hurt you. If it's the same either way, it won't have any effect.
It isn't a single-factor system.
The answer to all of those is pretty easy to figure out.
A Mercy that's able to use her damage boost effectively and her sidearm is getting more kills/assists than Mercies who don't. Which will show up in the stats.
An aggressive Ana that gets/contributes to more kills is more of a boon to her team, if her healing doesn't take a hit (and if it does, you've got two factors with opposing effects).
A Zen or Zarya using literally half their kit effectively is, of course, objectively worse than one who uses all of it.
Again; it isn't a single-factor system, and we have no idea what the weighting might be, but it's an active ongoing process.
There is no assumption by the system about what you're "supposed to be", in the way you're talking. There's a system that's set up regarding their confidence in your MMR, but that's reliant on how many games you've played; as you play more, it gets more and more confident as to where your MMR "should be". If you take a break, or have a big win/loss streak, it gets less sure. And this is a factor that applies in BOTH directions; if you're where the system is confident you should be, you won't lose or gain much, either way.
It isn't randomly picking a number based off year-old data and punishing you for it. Straight-up not happening.
They're not trying to proxy win/loss, they're trying to improve on win/loss. Win/loss is still a core part of the system; if they wanted to rely solely on that, it would be easy to do so, that's not their goal.