No elos for that 3v4 win now? :( Or was that a win because the other side weren't in try-hard mode because they thought it was no elos?
Now that's it's been raised though, I wondered if the lobsterpot should be a no-elo room all the time though my thoughts evolved pretty rapidly. While I always look in the first instance at my own game for contributions to defeat, it is sometimes the case that it really is the other people and I was actually doing as much as I could to win. It'd certainly be less frustrating knowing I wasn't being punished without recourse due to others on my team.
Of course, the more no-elo games played, the less accurate ratings would be for when people are playing competitively but I feel like that issue could be sidestepped not by hiding WHR or even by flagging games no-elo simply by having the lobsterpot be "pick your side" rather than governed by team balancer. That way, you know what you'd be getting into, and a background WHR calculation could still be done so that when you play competitively, the balancer is still reasonably accurate.
My experience of Istrolid which had casual and competitive rooms was that a lot of the time the good players would split between teams of their own accord to make a more competitive match and if they don't, well, nobody is going to lose much WHR going up against a purple stack and if that purple stack keeps hanging around, people will stop playing with them because it's boring getting faceplanted (cobbled?) again and again. Potentially they split up into small team games (yay!) or someone with a bit of nous makes their own lobsterpot with an upper WHR cap so the purple stack can't bully them anyway. Or everyone moves to an autobalanced room.
The problem isn't WHR, but an auto-balancer running off those scores. Put control of teams back in the hands of players and though the results won't be as mathematically balanced, at least the players know they control the starting conditions of the game instead of thinking "wtf autobalancer" when they see both purples on the other side. If you can see what you're getting, you can also decide if you like it or not, and then be more inclined to move rooms to find the game you do want which may lead to a greater variety of games than we have now.