A proposed change to the mmr system

Right now the system does nothing to seperate the people who played well, from the people that did not play at all. You get rewarded specificaly by win or loss, and that is it.
Here is the situation I propose :

  1. The main system of scoring for most classes is based off of the damage you deal vs damage you take. If you deal high damage and do not take all that much, then you were positive, because you helped seal more kills for the team / helped team take less deaths. This is what is needed for the win.
  2. Chasedown is important also, to a much lesser degree, kills should also count towards points, though a person with 100k damage with 3 kills, should not get more points than a person with 600k damage, with 1 kill.
    3, For tanks / healers there is a seperate category. Damage is lesser, but still more important than kills as far as points awarded at end of match, but they have another category for tanks giving damage mitigated (from shields on themselves / others) and damage healed (on themselves and others) to promote and give value to the support they are dealing.
  3. Artillerists are not tanks.
  4. This would put it as damage dealt to damage taken, if positive, would give the full rewards or high rewards as it were for gameplay (80% of the points given) and points also for kills gained during the match (20% of the points gained from the match).
  5. The exception is the above support / tank roles (gunlancer / paladin / bard specifcally) as damage is important, but so is their support they give, would say 40% of their points awarded is based off of their damage dealt / taken ratio, 10% based off of bonus with kills, and 50% with support style abilities (healing and damage mitigation of team… the more they have, the higher the points they get).

Across the line this would give more value to individual gameplay, promote better play with less penalties on a loss if they did great still, and more benefits on a win if they played like gods.
This would more accurately represent a persons’ mmr during a league, rather than become afflicted by quicksand syndrome (constantly getting people in pvp that do not deal 200k damage but take 500k+ damage, pulling you down further into the muck)… you are able to pull yourself out of it.