tommyi feel like the elo system doesn't adjust quickly enough. like matches with insane differences should not happen, and it probably happens because everybody's (on tftv at least) elo is too low
a lot of the complaints i see about faceit being too competitive are completely incongruous with what people seem to expect out of casual tf2. for example, adding an elo system that rises and falls with w/l and divides better and worse players into different servers would just give players more incentive to win, inherently making the game more competitive than a pub. even once the bulk of players have reached their proper rank, who's to say an old pro coming back to play faceit pubs or somebody with an unranked smurf wouldnt come in and ruin the balance of the fresh install servers?
its really weird to see issues like this arising 13 years into tf2's life-cycle when wildly varying skill levels have been an inherent part of public servers / casual servers / community servers since the game's inception. that's the essence of the server being "public" - all are welcome, and it's too chaotic and disorganized for winning to matter, so just walk around and shoot gamers. only this time, you're rewarded with faceit points exchanging at 10 points per thousandth of a cent (with every participant getting nearly the same value, independent of w/l or k/d).
there's also the other pubber crowd complaining about people stacking overhealed heavies or short circuit engineers, completely unaware that this exact problem is why we employ class restrictions and whitelists for competitive tf2. but we wouldn't want to make casual tf2 "competitive," would we?