FGC never really appealed to me for the reason I played Dota 2 over StarCraft II. I like the complexity introduced from co-op -- the adaptations, the interaction, the balancing. I respect how much work and skill it takes to be a good FG player, but I just prefer the dynamic chaos in a team game where you have to react to an entire team and work with an entire team vs. just reading one single opponent's moves.
I think that matchmaking in team games will always struggle because trying to make equal matches on ELO alone misses a lot of other factors necessary to create a cohesive team that works well together (thus why everyone always prefers to roll with a full team). But I just think that Rivals actively makes the problem so much worse by tossing the one factor it has under its control out the window for the sake of "engagement."
It's just like how MMO's got ruined because the most successful market model doesn't prioritize competition.
There's a lot of factors that go into people being good at team games. The nature of matchmaking makes it hard to improve at a lot of these without having a stable constant team. However things like aim, combo execution, game sense, etc. do improve from pure repetition even if you are playing 1 v. 11
XI Wiki





