Hi Ympakt
To expand on the excellent points made by TheRagebeard and ElliotLH , and to align with EA_Darko's official past commentary, the restriction of the block feature to communications-only is enforced due to two critical, systemic barriers.
First, from an infrastructure standpoint, executing a strict matchmaking ban in a 64-player multiplayer lobby is mathematically unsustainable. Imagine a scenario where Player A blocks Player B, Player B blocks Player C, and Player C blocks Player D. In a 64-player lobby, if every single individual carries their own unique web of blocked users, the matchmaking backend would be forced to continuously calculate an exponentially expanding matrix to find a combination of 64 players where absolutely zero block parameters overlap. This mathematical combination explosion would not only cause severe routing desyncs but would also completely collapse regional server queues, leading to infinite wait times for everyone.
Second, from a game design perspective, allowing individual players to dictate server routing via blocks would completely destroy competitive integrity. As EA_Darko highlighted, such a mechanism would instantly be gamed to beat the system, allowing users to systematically block anyone with a superior skill rating or higher KDR to artificially engineer easier, lower-tier lobbies for themselves.
To maintain both server stability and basic matchmaking fairness, the block system must remain strictly limited to muting text and voice communications. Submitting an official security report remains the only valid path to flag and eliminate bad actors from the game.