Frontline combines:

1. Dedicated premades of highly-skilled players whose objective is to maximize their win-rate;

2. Premades of either friends or Discord members whose primary objective is padding, or to carry out vendettas against other similar premades;

3. Skilled solo players with thousands of FL matches who dominate K/D/A in the absence of premades;

4. Achievement/glam/XP hunters who try their best;

5. Achievement/glam/XP hunters who actively avoid combat and/or disrupt games by feeding/throwing.

Even if you banned 2 and 5 (on the grounds they're violating ToS), the mix of 1, 3 and 4 works poorly.

First, most (but not all) players in groups 3 and 4 prefer matches in which group 1 is absent. Thus banning group 1 mostly solves the problem, but at a considerable cost.

The solution suggested by members of group 1 boils down to demanding that everyone else suddenly gets better at playing the mode, in the specific context of synergizing with and countering the group 1 premades. This will never happen in NA/EU.

We've discussed at length elsewhere having solo-only queues and dividing the players up by win-rate. The latter basically filters the group 1 premades into the same matches, along with the better solo players. It probably requires DC consolidation/x-DC queues to keep queue times down.

I believe Valence's point is that many of the current problems with the mode stem from the nature of the combat system and available spells and skills. I think there's merit in that, but I suspect it's much harder to fix.

The title of this thread is pure fiction. The premades on NA with the highest win-rates employ a well-known guide, a central feature of which is a marker that everyone is instructed to follow. In that sense, premades are the source of the horde stampede.