I might have misread something then. Under my impression, it always was an idea that your winrate is nerfed based on number of games you played, with nerf disappearing at hard cap and becoming insignificant at the soft cap. Only the locations of the caps were changed, while irrespective of the form the design remained the same. While simple and clean design, it does not address common flaws I tried to present. There are a lot of mathematical tools you may add to counter them, but I totally get prioritizing it being simple and clean, especially when it's mathematical form actually is not that clean for a laymanGoing to stop you right there - while that formula was used for the first two or so seasons, it was changed completely after that. It's not simply knob turning and graph shaping anymore as far as I know - it is based on very specific breakpoints.Given you just fiddled with coefficients ever since S1 shows that..
It is actually very practical think. E.g. it's very easy to check such stuff with gobospy. For a practical example, take top current record (orc) of PC cladder, 26-3-3. Let's say I have a reason to believe I can do better. 4th best team sits on 19-3-4. They'd need 10 straight wins to better that arriving at 36 games played. Then they would also need to get more points in 6 games than the other team in 10, until both hit hard caps. Or he may win straight 19 games from fresh to better the record, staying on full-games played reward, while the other coach is on the soft cap. All at the cost of extra 9 games. Orcs are good at mid-to-high TVs, it should pretty stable there, but one might have to reroll a few early losses. This might not be the most clear example, but you kinda can see the logic of consideration when comparing your record with others. Looking back on the player with 19-3-4, he did enter 30 orc teams last season alone into cladder. While he did not benefit from it (best record only marginally better than combined), one may see that it is certainly viable way to play. And having leader who went up from S5 14-7-2 record with same race (15-7-3 if last season record combined) to 26-3-3 this season is certainly encouraging rerolling until you get major luck (in current leader's particular case S5 record he conceded once and had no concedes against; S6 he did not concede, and got 5 concedes against).That's quite an assumption... where is that point, exactly? You're basing a lot of your argument on that idea so maybe you could take a moment to explain where it lies rather than hand-waving your way past these sweeping statements?If you count that at some point matching record X becomes easier from a fresh team than a developed one, it suddenly becomes advantageous to grind fresh teams until your winrate combines with luck "correctly".
Disclaimer: Just took examples based on their performance, nothing personal meant and I do not know them.