The evidence is that people are more likely to quit out of a session (for more than 8 hours) after a lopsided game.
More than poor performance, losing streaks, wait to match, or pings.
Plus the evidence they have for player retention overall. It’s not the year 2000 - people don’t want to be thrashed and humiliated into “getting gud”.
As for 50:50 vs other ratios - I don’t know. At what point does a player start to feel they didn’t have a chance?
Maybe 40:60 is where it starts to unravel?
There are so many more variables to what makes a team than just MMR matching - so all the other factors tend to smudge the game about anyway. While it tries to make it 50:50 the reality is that no game ever is.
The match maker knows the stat; eg. 2% advantage to Blue team. But that’s pre game. It doesn’t know that Player 3 on Red team is going to have a stinker and drag his team down.
This only happens when the players available can’t be divided evenly. Like squads or the last eight players in the queue waiting for a game.
You can’t divide a player in half and put a bit on each team to even it out.
It doesn’t need to know the result of your last game.
Why would it?
It just needs to know your rank.
It jars some people’s experience.
Most people are able to go out there and have fun and still revel in the contest. They don’t blow a gasket when the team goes down. They can swap up the intensity of ranked vs social.
Some people want to go at 100% but not have to sweat. ie. play opponents lower than them. The problem is that isn’t fun for their opponents.
More options to let off steam would be welcome. eg. multi-team, PVE, etc.