GoogleFrog I hate it when you come down on me like this without data to back it up. @Godde and other top 10 players have a point here with them sometimes not being matched, but being top 10 is a tiny edge case that we can handle specially.
This system only affects players who are playing a streak of MM games, the first game of the day is always handled as if the system didn't exist. Afterwards it tries to average out the win chance of the player. I tested the system in practice with
flap, who lies somewhere in the upper mid. Without the system, he would mostly play against newbies and win game after game, without much elo to gain. The system allows such a player to get occasional matches with the high elo crowd whenever enough newbies have been beaten up. In the end it leads to each player seeing a roughly even distribution of stronger and weaker players during an evening. Something that was often not met due to the bimodal elo distribution.
I went ahead and downloaded the recent MM matchups. Before the change, the average win chance deviation of a player from 50% was ~9.2% (14000 games). Since adding the system, it has dropped to ~7.4% (2300 games). The most active player in the 2000 battles before and after the change was
brianfreeman, his average win chance (compensated for elo at the time of the game) went from 32.0% to 39.4%. Second most active was
Tiptushi who went from 64.3% to 57.0%. For the average player, the system is clearly working. To show that this doesn't come at the cost of killing the matching times, the MM activity compared to other game types also increased by ~30%, but this is probably due to other factors.
The only downside that I have heard from other players, is this example of
Dregs after a loss streak not matching with @Godde after a win streak. This can be fixed with the exponent, by adding a special rule for the top players, or by having them play in a competitive ranked custom host. We don't have to dismantle the system for this.