Like probably many others I'm not queuing for TGs with guys with the same elo but with guys who I know (friends, work colleagues, etc.). This leads to the issue that the entire group gets roughly the same Elo. This means if just the two of us with the lowest 1v1 Elo (and a relatively high TG Elo due to the system) are online one evening and play ranked TG they will get clapped 8 games in a row. If the two or three with the highest 1v1 Elo are online on another evening and play ranked TG they will clapp the opponents. On the next evening everyone will play together 4v4 once more and the Elos will just become the same again. Before the TG Elo system changed, the elos in our group were ridiculously different (800-2600) and we got usually close games and now basically everyone has 1200-1450 and I don't remember one close game in the last 100 games. In order to not ruin our own experience and the experience of our opponents we switched to quick play [!] (and coop campaigns [!!]). Yes, it's not perfect to play with super different 1v1 Elos but I really enjoy playing with my mates.
I see the reasoning of the current system in order to prevent that someone gets 5000 Elo just by teaming up with three friends who just lowered their TG Elo by single queuing and always resigning after 5 min to get an Elo of -500. After that the three "-500" players and the one 5000 Elo player team up for a few games and smash noobs to get some points for the 5000 players. Afterwards the other three guys will lower their Elo again.
My suggestion (by having 15XX 1v1 Elo I can't make suggestions regarding the game balance but mabye regarding TG Elo estimation 11):
To prevent having a 5000 Elo guy on top of the ladder and poorly balanced TG one could use a system which pairs the system we had before and the current system. In the mid range of the Elo distribution (let's say where 60 % of the player base is) one just uses the old system. For the lowest and highest players (maybe 10 % or even less) one uses the current system. For the players in between one uses a mix (sth like 50 % of the Elo change are calculated via the old system and the other 50 % are estimated via the new system). Cheers.
I see the reasoning of the current system in order to prevent that someone gets 5000 Elo just by teaming up with three friends who just lowered their TG Elo by single queuing and always resigning after 5 min to get an Elo of -500. After that the three "-500" players and the one 5000 Elo player team up for a few games and smash noobs to get some points for the 5000 players. Afterwards the other three guys will lower their Elo again.
My suggestion (by having 15XX 1v1 Elo I can't make suggestions regarding the game balance but mabye regarding TG Elo estimation 11):
To prevent having a 5000 Elo guy on top of the ladder and poorly balanced TG one could use a system which pairs the system we had before and the current system. In the mid range of the Elo distribution (let's say where 60 % of the player base is) one just uses the old system. For the lowest and highest players (maybe 10 % or even less) one uses the current system. For the players in between one uses a mix (sth like 50 % of the Elo change are calculated via the old system and the other 50 % are estimated via the new system). Cheers.