Originally Posted by
McSic
Another idea:
I did try spreading the elo gain/loss evenly among the team based on damage % of total team damage, when we first added elo, but that system was pretty harsh for the players. However, we could follow that approach for the losing team only - and for the winning team: everyone gets the same (based on his/her elo, like it currently is), except for the MVP (1.5x). That might work.
So say you lose, but you did 70% of your team's damage, so you only lose 30% of what you'd normally lose.