I read an interesting article recently about motivating players. Zoso points out that it never works out in practice to reward people based on individual performance, because it's just too hard to gauge accurately.
Did you kill 10 guys solo in Nordenwatch? Well, that's great, but maybe you're a bit of a scrub since you were actually not near any shrines and not contributing to the capture and therefore the victory. Unless those guys happened to be on their way from one shrine to the other, and you stopped them from getting there. In which case you're not a scrub, you're a total pro.
How can the game differentiate such a situation? Well, it can't. This is one advantage of handing out an identical reward to every player on the winning side (and a smaller reward to every player on the losing side). Over a large number of matches played, the best players will get rewarded the most, the worst players the least, and it will all work out brilliantly. Except, as Zoso quite rightly points out, that some games are a bit of a landslide because your team sucks very badly. You know, those games that end 500-20. If you only reward the win and not individual stats such as heals/damage, people will just give up and try to lose faster to get to the next game. That sucks.
Ever played a racing game? I was playing Need For Speed on PS2 the other day against my girlfriend. Due to the fact that I suck royally at racing games and because she doesn't, I'm not ashamed to say that I was being whooped good and proper. I spent an impressive amount of time racing the wrong way and attempting to turn around. She won the race easily, but somehow she never really got that far ahead.... thanks to my faithful co-pilot, catch-up mode.
Basically, in many racing games, players who are falling too far behind get to go *faster*. This is a neat game mechanic, since
a) It prevents you from giving up if you stack on the first corner
b) If the other person really is better than you, once you catch up they'll just pull away from you again, so it's not unfair to the leader
Catch-up mode would remove that "meh, next game" problem in scenarios, by keeping the game close and interesting. This would allow a "all winners get the same reward" system to work, which would stop individual rambo's from running around improving their personal score with no regard for the actual team.
Although of course with such a system, I'd still like to see a ladder ranking at the end like we do currently, since I like to stroke my e-peen as much as the next guy.