Quote Originally Posted by OliviaLugria View Post
If trying didn't make a differance, why are premades winning more?
You know the answer to that. The current rule and skill sets so favor the kind of coordinated burst that only* a premade can provide, that four such people "trying" creates a massive shift in expected win-rate for that team. That's the problem. It renders the efforts of the remaining 20 team members largely irrelevant. A more precise formulation may be that... I dunno... you may require half the remaining 20 to at least follow your waymarker, but is that "trying"? That'll happen simply because it's the path of least resistance. (Turning off your chat creates no noticeable degradation IME.) Some may be doing this because they recognize zerging is correct (I guess that's a form of "trying"?); others will do so because they are worried you might put them into detention.

*And we can go round in circles all day about how that burst may be possible for randoms, and that there are effective premade counters, but the win-rate says everything. Assuming the field is your premade and 68 randoms, we can conclude many of those people are not trying. And yet you and your colleagues obtain win-rates massively exceeding par.

That's all it takes. A French Maid and three minions.

My guess is this is precisely why SE made the mode 24v24v24. It's far less intimidating for a complete novice to be one of a crowd. They figure (rightly), that while they won't be much help, if they just follow everyone else they are unlikely to do much harm. This is why my win-rate has always been within a couple of tenths of 33.3%, from the first time small numbers had been passed to make the number meaningful, to the 2500+ I've played since.

And no doubt some PvP charmer is now going to tell me to "git gudder."

SE has the party vs solo stats. They should act on them.