The days of loose SBMM or no SBMM are over bro, y'all gotta let this shyt go. Every company that does it has shown time and again that it helps player retention in the long run thats why they all do it. If players lose too murch or even win too much they bounce off the game quick. It's why most avg players usually have a win ratio a little over 50%. If they keep it close to a coin toss they keep you going "okay just one more game."
All this gaming stuff is crazy now because they're straight up using nasty psychological loops and tools to get you to keep coming back, all of these companies do it.
NAH.
SBMM has been in matchmade PvP games since lord knows how long. I've played MOBAs at a high level for more than a decade (League of Legends mostly). League had SBMM in normal matches since they had the elo system, years before SBMM was a buzz word for this casual shooting ass franchise. It was way less aggressive at every point of the game's lifetime then anything that CoD has produced. What was the difference between SBMM most PC games had over the bullshyt CoD had for MW2019? RANKED QUEUES.
I want to make this very clear, we should not be caping for game devs introducing strict SBMM without RANKED QUEUES. Even fortnite had Arenas if you wanted to sweat, or you could just queue up for a normal game if you wanted to have a chill gaming session. When I had a 1.36 KD on MW2019 every fukking game was a CDL qualifier match
. Every game nikkas got TwTV or HACK tags bunny hop slide cancelling 360 building clearing, even if I just wanted to run around with stuns and a riot shield
. Forcing nikkas to sweat every game is not it, just because I had a few hot games don't throw me in a lobby with Scump and them
.
This video also raises another point I didn't really think of until I came across it, that in general the avg skill level of modern FPS players is just higher than what it used to be 10-15 years ago:
Even back in the day in OG CoD or early CS it was like a fraction of a fraction of the playerbases who understood concepts like corner peaking, crosshair placement, head glitching etc...now these ideas are ubiquitous in online communities. Ppl grasp all this shyt.
If this was the case, SBMM wouldn't need to be introduced. We would go right back to the old days where you had to hold your own nuts, and ping was the greatest decider in matchmaking games.