Sure Glicko2 is wonderful for accurately rating a chess player, and in other single person games.
And it can work for teams of random players if there is a sufficiently large number of people queuing for teams at all times, as in League of Legends.
But in GW2 at the moment, we have a very small pool of players, with skill ability skewed towards low level.
I just don’t see how Glicko2 can accurately judge your ability to win by assigning you to teams from a small pool of available players, many of whom are less skilled.
One very high MMR may mathematically balance 4 low MMRS…but that does not translate to an equivalent team "win probability " in SoloQ. It’s probably not a linear scale, but rather is a “discrete step function” on skill level. Meaning, sometimes a low MMR player cannot really contribute ANYTHING…but the math assumes they contribute a bit less than 1/5 of the win capability of the team.
Also, class types in a team are important for winning a match, but they are random for matches you are expected to win… to keep or raise your MMR rating.
There may be so much “noise” in the system that the true rating will not emerge for thousands of matches of the same set of people. New players introduce new “noise” in the data, skewing it, and keep the ratings inaccurate much longer still, I suspect.
Thoughts?

