Deathlike, on 07 June 2013 - 11:47 AM, said:
TL;DR
So, in theory, showing ELO ratings sounds like a good idea to give people some context of what they are talking about.
Reality says that these things are actually more than irrelevant, if not more divisive than that they intend to accomplish.
Lots of insightful stuff in this post.
I keep using League of Legends for examples because it is massive and the devs have their crap together.
There are champions that appear to be blatantly overpowered at low levels of play:
One of them, Katarina, essentially resets all of her cooldowns upon getting a kill, and she has a very strong ultimate that can shred an enemy team in a couple seconds. Against new players, she is godlike, and can quickly rack up a lot of kills and gold she can use to purchase stronger weapons, allowing a "snowball effect" where the game becomes imbalanced.
At higher levels of play, she is mediocre at best because there are many abilities that can stop her ult completely. A calm team of competent players will save one of these abilities for her and make her a squishy, worthless target that is stuck in the middle of their team. She can still be used effectively, but it is much more difficult to completely trounce her enemies.
Now, if Riot listened to the people whining at low-levels, she could be unnecessarily nerfed. That's why it's important to ask objective questions, and to consider the source of complaints.
Alternatively, I can think of a time they nerfed a champion (Teemo) because of play that was emerging only at the tip-top levels. Lower level players hadn't even started adopting the unfavorable tactics (which would take a while to describe, but they essentially turned the game into a siege-mode), and they decided to pull the plug on them before it trickled down. (Goodbye shrooms :'( )
Example in MWO: With our recent jump-sniping issues, you had very competent players complaining about the staleness of the game. When the pros are unable to find a better tactic or a tactic that reliably counters something (because they try constantly) then that thing is probably busted.
TLDR: ELO is important to the value of feedback, because things that are broken at one level of play may go unnoticed at another level of play.
Edited by tenderloving, 07 June 2013 - 12:15 PM.