It does have some serious disadvantages as you could theoretically play a very few amount of games and attain a very high ranking, if you win all your games. Elo has the downside, but in some cases a upside, in being grind heavy. However, without ranked pairings, both systems fall flat.
The Elo rating system is a method for calculating the relative skill levels of players, originally designed for two-player games such as chess. It is named after its creator Arpad Elo, a Hungarian American physics professor and chessplayer.[1] The Elo system was invented as an improved chess rating system, but today it has been adapted for use in many other games. Variations of it are also used as a rating system for multiplayer competition in a number of games and has been adapted to team sports including association football, American college football and basketball, and Major League Baseball.
I consider this a positive to Glicko-2. One of the best parts about Glicko-2 is having great players be placed high early.
In no competitive game that I can think of, do they force great players to slowly grind up the ladder from the absolute bottom until the very top, splattering people in boring games. It's not fun for excellent players to have to stomp out hundreds of games, and it makes ladders more of an activity medal than a skill medal when you use this regular ELO system.
When you win game after game like what you described, you're proving that you don't belong where you're at and you should quickly be accelerated to a place where you can't just streak back to back to back wins. The entire point of any matchmaking system is to place every player in a position where the long term run is they'll win and lose 50% of their games even.
Is a game that doesn't force players to mindlessly grind up a ladder. There's this fun thing called "placement" matches, where if you show at the beginning that you're a great player, you'll transcend a rank that for some it takes thousands of games to reach.
Additionally, there's a hidden ELO score in LoL score associated with your account based off streaks, meaning you get more LP for winning more consecutive games, and when a teammate blows the game for you, you hardly lose the LP.
A quote taken directly concerning League's ELO system:
So yeah, my point stands. And this is a discussion thread so please, try to add more to your posts.
There are already methods for calibration with ELO, so thinking that a grind from 1200 (or whatever your base ELO is) is integral in ELO is simply not correct. Giving an undue bias for new players and allowing them to ELO camp at very high ranks with few games played is not very good.
If all you are concerned about is calibration, then there's no need for an entire overhaul:
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On a side note: is posting in color no longer banned?