reconzero maybe you mistyped but I would say SBMM should work exactly the opposite way - again Valorant as example ignoring theoretical complexity of their RP calculation - to rank up you have to prove over and over again that you can be competitive in harder lobbies aka it is not a fluke or boost. Vs going down should be basically instant not to make what currently is Apex Diamond lobbies = most people do not belong there and just drag people who are good enough yet soloq down A LOT.
That is my main issue also with matchmaking in particular D4 facing Masters/Preds => D4 in many case is just a Plat player who managed to set his PB (rat in many cases) to D4, such player is not even competitive vs D4+ and should be kicked out of D4 level almost instantly => get into hardstuck D4 cycle everyone so much hates. Instead we now have like 30% of player base in D4-D1 and you see people in D2 (today my experience) that can't play like at all, they just mess up the whole game in first minute and then if lucky rat till top 4 to still get positive RP out of the game they should have been punished hard.
Not goona lie I used to disconnect form such games as soon as my banner expire, took -65 or at best like -45 and move to the next game = result was hovering between D4 and D3 mid. Last 4 days I just said to myself that I am going all out 100% effort, no RP damage taken because above said = I made 1000+ RP just yesterday alone and am closing in on D1 today. I mean I did not improve like 2x over night yet results show that I do :)
Long story short - since season 15 Ranked system is rewarding bad teamwork, low skill. It used to be international trash word of the world "you hardstuck D4" which now has for a reason morphed into "you not even Master" = equivalent of D4 10+ seasons ago.
@DarktideHans - ideally yes, but game is too complex to come up with such system. Quick example: your teammates knock an enemy and go for thirst instead of fighting other members of enemy team -> while doing so they boost they damage even as high as +750? (shooting purple shield) for one kill which probably will result in lost fight because remaining two enemies will knock you / teammates down while they are thirsting. On paper they did more damage and got kill, in reality you might be the one carrying = doing most of the initial damage for kill, holding enemies that are alive back etc.
Respawn should:
1. adjust Ranked to be more punishing, returning to phase were <10-15% are in diamond, <5% in Masters
WHILE
making emphasis on placement.
Ideally kill multiplier would be fixed at the time of a kill not end placement = people who drop fragment get some kills but make others rat the game out should get still negatives vs positive because of ratting effort by others x multiplier for kill.
2. fix matchmaking so that only D2+ start facing Masters, only like D1+ get into Pred lobbies. For sure not allow TOP100 Preds feast on D4 barely made it there Plat skill level players.