Every competitive game I played has it. I think this could solve two issues in ranked TG :
1 - Players disconnecting early, or having a connection loss : It just make sense to not loose rating to a player leaving before the 10th second. I shouldn’t have to argue that.
2 - Huge elo difference in tg, making games unbalanced : I don’t have anything against playing lower-rated players, but I’m getting sick and tired of not having a compensation when I play ONLY with lows. You often queue into a game where players against you have +500 elo on your mates. It’s not a rare occurence : Today, I played 6 TG, and it happened twice. The thing is : If I’m the one playing against 800, i’ll gain +1 or +2 for a win. If I queue in their team, and likely loose ofc, it’s -23. It’s making grinding on TG ladder really painful, and sometimes even pointless. I can loose in two games what I gained in 8, while not even being a top ladder player.
Right now, TG are only fun if you queue as a premade, as you are likely not gonna feel like you’re actions is what drives you to victory. Matchmaking does 50% of the job already. It’s not AOM’s team’s fault, but it could be compensated widely, thus making it less painful. Maybe would it make some players less toxic too ? Knowing that their loss is justified, and won’t have consequences…
You could also wonder : but why this dude cares so much about his rating ? Is he insecure ? Because if you play TG below 1200, it’s elo hell. So yes, I care not loosing too much rating, just so I can have fun with equally-skilled opponents, as much as possible.
Suggestion : If the average rating of one team is >300 [arbitrary number], calculate the elo gain/loss based on the average rating of the team.
What do you think ?