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Daraaaan's avatar
Daraaaan
Seasoned Veteran
2 days ago

Thought: Matchmaking Test Result (Game Info hub)

I checked the post in Apex Legends Game Info hub.

https://forums.ea.com/blog/apex-legends-game-info-hub-en/apex-legends-matchmaking-test-results---09302026/13761856

 

I want to say something to the developers.

  1. Why the win rate for duos is too high.
  2. Why the Solo-only queue test failed naturally.
  3. What I would like to propose.

 

 

1'

First, it is completely natural that duos have a slightly higher win rate than full squads and an overwhelmingly higher win rate than solo players.

There are three foreseeable reasons for this under the current system: padding win counts via boosting services, relaxed encounters with full squads and facing lower-skilled full squads in matchmaking, and the 2-to-1 internal dynamic within the squad, which makes it easy to seize control of team decisions.

Solo players' frustrations go beyond mere win rates. The true are issues that Duos inpact the impact on matchmaking and give the unnecessary stress to solo players. —which are precisely the structural flaws that create those win rate discrepancies.

 

 

2'

When a solo-only queue was implemented for Diamond and above, it was initially reasonable to expect that the win rate gap in Diamond and above would shrink, as top-tier players who usually win in full squads struggled with team coordination when forced to play solo.

However, because the developers did not impose any penalties for abandoning accounts in Diamond and above, players who lacked the confidence to win solo simply abandoned their accounts and left the lobbies. As a result, the composition of the remaining player base shifted.

 Given this reality, it was ultimately entirely natural that the win rate distribution and gap remained largely unchanged, while the player count dropped.

 

3'

Based on these perspectives, I have long argued that duos should either be isolated into a separate matchmaking lobby while keeping ranked, or banned from entering ranked entirely.

It is much easier for two people to find one more person than for a single person to find two. So why don't duos look for a third? Furthermore, since non-ranked BR modes for duos already exist, why do they choose ranked instead?

Why do the developers complicate matchmaking and increase their own burden? Given the existing complaints about matchmaking accuracy, I cannot understand why you would take steps that contradict improving that accuracy. This is not about unfairly driving away a specific group of players. It is simply the natural conclusion based on data and structural realities.

Do not abandon the challenge of a solo-only queue simply because of this predictable failure. You should eliminate the underlying issues and try again. Please do not look for excuses to give up on the challenge.

In fact, the test wasn't a total failure. The repetitive, one-sided scenarios—where high-tier streamers and top players form full squads, follow a strict meta, and steamroll everyone else—actually decreased. Previously, those by-the-book matches felt stale. However, watching competitive players and streamers struggle with voice chat and impromptu coordination with random teammates created genuine tension. Their performances were pushed to the limit, making it thrilling to watch.

What if they had implemented sub-account countermeasures for Platinum and below alongside this?

Beginners could have learned and adopted not just rigid, textbook plays, but also adaptive, on-the-fly decision-making by watching these top players and competitors. It was a massive missed opportunity.

Finally, the developers cap kill points at 7 kills, but this contradicts the current matchmaking situation where higher-tier players systematically hunt lower-tier players as planned, as well as the rules prohibiting smurfing via sub-accounts. Hurry up and rank sub-accounts up quickly—take away their motivation to create sub-accounts for smurfing in the first place.

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