Point malus for longer games.

TakoTatsujin·2/2/2015, 12:10:53 AM·1 votes·267 views

As you might have noticed, there were some pretty fast games and some really long ones. Thus the points weren't distrebuted that fair. Those who picked player from Elements this weak and also Roccat got so much points duo to their long game, where they could pick up that much points as if they did 3 games instead of 2. On the other hand we had those teams which lost! their games pretty hard and fast thus giving low points far below 10.

In my point of view it is kinda unfair that long games are more rewarded than games where one team simple obliterate the other team in 30 mins or below. Yes we have the 2 extra points for ending the game in under 30 mins, but compared to the points a 60 min games offers those 2 points are either far to low or long games should be punished for being that long. I mean there are long games and much more opertunities to make kills, assists and dragons in a longer game, but in my opinion a long game means that the still winning team isn't that much better than the defeated team because it took them so long to finish them, granting their team so many points in Fantasy LCS, where those reach up to 70 or more points. While other teams that destroyed their enemys will get nearly half that amount, by doing their job in defeating their enemys so much better.

I think short games should be more rewarding and grant more points the faster it's finished in a scaling potential. On the other hand punish games which last to long. Like: 20 - 25 mins = 8 25 - 30 mins = 5 30 - 35 mins = 2 35 - 45 mins = 0 45 - 55 mins = -1 55 - 65 mins = -4 65 + mins = -6

The scaling is pretty rough and hard this way, maybe with more and softer steps between certain minutes points it might be pretty balanced.

So far we only took a look at the team points. But what really bothers me are player points at the moment. (Well I don't think it would be that wrong to add those + and - points for players as well) One way would be to put a minions per minute scaling into point equation instead of flat points per minion kill. The longer the game last, the more you tend to let minions aside and focus on team fights. Thus your minions per minute scala goes down the longer the game last. On the other hand could team which lose their game pretty hard get some extra points. They won't get more and any points from kills and assists as long they don't do anything, but they could get some points because their minions per minute scala would be quite fine and we would avoid having players with below 10 points at the end of a week.

I think, with the right skaling for those minions per minute we would have a much better and fairer outcome. By awarding teams and their player who can dominate their enemys quickly and punishing those who can't end the game soon enough while they can maintain their points in killing and assisting. And on the other hand giving losing teams, especially those who are dominated giving some points, since they still managed to hold their farm in pace.

Well, that is my opinion, what does the rest of Fantasy LCS thinks about it? Do you think it is fair the way it is or agree with my opinion are even alter it to a much better solution than mine. Please comment here and let Riot take notice.

Greets: TakoTatsujin

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