@reconzero
The short answer: the developers are incompetent. In one way or another.
The long answer: the matchmaking is not perfect! Otherwise there wouldn't be constant complaints in the forum that players are constantly being killed by Predators/Masters or that the matchmaking apparently only knows two extremes: ok/easy or really hard/unfair.
For me, these three points are no reason why the matchmaker does such a poor job at times.
Point 1: as a rule, the next server is used. This changes the group of players on the server, but not the matchmaking, or it shouldn't.
To point 2: why? Why should the players be split up into playlists? Because of the game mode the player wants to play? The mode is chosen by the player.
Point 3: This is exactly where matchmaking fails. "Arbitrary" is a good keyword.
I'll link to another post in which I expressed my thoughts on matchmaking:https://answers.ea.com/t5/Spielinformationen/Bots-Es-gibt-sie-wirklich-und-auch-die-Bot-Lobby/m-p/13537506#M15494
Here's the translation to the part that fits quite well here:
"I repeat my earlier assessment: with a really good matchmaking system, not only would bots be unnecessary, but cheaters would also be tradable.
I'm not a pro, but I would try a "metric" between 0.1 and 10 (0.0 would be a bot; 10.1 would be god mode). The metric would be calculated from the most important and meaningful stats of the players. I haven't thought about exactly how to calculate this key figure and which stats to use. But that's not the topic here at the moment (and other forum members in the German or English forum have already suggested which stats you could use).
If you now sort the list of players according to their metric, you get a list of players whose metric go up or down.
And then, from 10 downwards, 60 "packs" are always sent into the ring. Starting from 0.1 is certainly also possible. This way, the variance of the players' key figures in a BR round should be as small as possible. And I'll just say that it would also feel fairer and more fun for most players.
It would at least have the effect that all cheaters would quickly be among themselves and it shouldn't be possible for bronze/silver/gold players to meet master/predator players en masse. The only negative effect I can think of at the moment would be that the "Predator" and "Master" ranks would have practically no meaning, because only cheaters can actually achieve them. Unless you update your anti-cheat system..."
Each player then has "their" skill score, which changes slightly after each match (based on the statistics of the respective player).
The brick wall effect would also exist here, BUT the crucial question is: how do the games feel until then and at the end?
A few good games and then a long period of total annihilation after 10 seconds? Or almost always an interesting, close game, with a few kills, in which you also lost, but didn't feel like you were playing against a superhuman with no chance?
I much prefer the second type of game, and that's exactly the type that used to exist in the past (up to S12 in my opinion).