MMR Shafting

Theorex··1 votes·841 views

Stop it with moving Smurfs who are queuing with their buds up in MMR but not shifting their MMR correctly.

This hurts ALL players equally. It hurts Solo players plenty more than people who queue up with other people.

Went from playing with D4/D5, to playing with Plat 2/3. Win that game. Still playing with Plat 1/2. Lose that one because my teammates do not want to listen. Go down to Plat 3/4. It is a terrible thing to have happen.

Yes I should be able to win, but at the same time. League is more of a Team Game now. Me solo queuing hurts when that happens. Its the third time this has happened to me in Diamond. It is really frustrating. When you and your team is clearly outskilled/outmatched by people who are in gold. Then thus just beaten. Can we get a fix on this or do we have to continue trying to combat this on our own.

I'm not asking for much of anything. All I am asking for is that game to treat the people in "GOLD" as "Diamond" elo, when they clearly have the same Elo as me. Because if my assumption is correct from my 700+ games played of ranked and this happening to me all the time.

Ex: Gold plays games and has 2,049 MMR. Gets into a queue with Plat 1/ Diamond5. MMR for win at GOLD elo is about 40/50+.

Diamond MMR lose is about 150-230 MMR.

Diamond Win 10-15 MMR gain. Gold Lose 10-15 gain.

The game is currently treating smurfs extremely nicely by punishing everyone else.

No player regardless of queue type should get punished for playing against people who are 100% better than them.

The effects of this in ranked is very bad.

As smurfs do this in higher elo, it pushes people down in the ranked community. So smurf comes up, Gets to D1, he knocks out D1 to D2.

D2 -> D3 D3 -> D4 D4 -> D5 D5 -> P1

I dont know exactly where the cut off for that choke point is, but if I had to guess it would be plat 2. At that point you have enough people to make up for the smurfs/ and inactive Diamond accounts. With LP still flowing from the bottom up.

This is happening too much for me to enjoy ranked atm. I want my Diamond three and I will get it, but it makes everything much more complicated for me because I have to spend time fixing my MMR with already shafted LP gains. So I gain even less, and lose plenty more. Gain is about 17LP per game atm, with my lose being 20. (this is to be blamed on all of you people who afk in diamond 5 because you made diamond. Thank you.)

TL:DR

Please Correct MMR lose for obv smurf climbing ranked. Do it according to "apprx MMR" vs "ranked MMR"

Smurf should be treated as "apprx mmr" for gains/loses, as should "players mmr" for gains/loses

Not

Smurf gets placed in "apprx mmr" gains/loses mmr according to "difference in ranked mmr" while players get placed in correct mmr but get loses according to "difference in ranked mmr" but gain hardly any mmr.

4 Comments

Poı1 votes

It's statistically unlikely for most people to frequently encounter smurfs in a game so it doesn't really make sense to implement a system for this specific problem.

ZephyrDrake1 votes

you will encounter the same smurf ONCE or TWICE up until you reach their MMR in which case they aren't "smurfs" anymore. The chances of you even getting so many smurfs that you drop in rank are hilariously low that there would be no point whatsoever in making this change. Smurfs already raise through ranks so much faster and there is no limit in how many people can be in anything below challenger tier

BloodyTompon1 votes

You're asking for the system to behave in way that is very close to the way it already does. There already is an inbuilt smurf detection that influences the smurf's MMR already (and by extension the MMR lost and gained with game loss/win). Also, there are going to be terribly few smurfs with diamond MMR. D+ is something like 0.1% of players, so of the possible smurfs, not many can reach that level.

Sohleks1 votes

MMR and LP gains are not directly the same thing.

For most players (sub masters) I observe that LP gain is determined mostly by your MMR standing relative to your division and the mmr range it is supposed to be

So let's say plat 1 is 1875-1950 (using OP.GG's not totally accurate guestimate values as example) D5 is 1950-2050 ish

If your MMR is not in the range it is supposed to be for the division it slants the LP rewards in favor or against you.

MMR determines the matchmaking. MMR changes are probably somewhat affected by who you face (it should only be minor). But not really your LP gains. LP only cares about your MMR.

LP typically "lags" a behind the MMR changes when they go up or down suddenly. This is why smurfs climb into higher elos still behind in "rank". But they should still have around the same MMR as you. LP and MMR work together but only loosely and indirectly.

Also btw the longer you stay in one narrow elo range the harder it clamps, more certain of where you're at; reducing both the LP gains and loses. However this can be broken if you make a sudden change in win rate.

The benefits of the league system? It greatly reduces player fear of dropping from a tier. The league system gives you extra protection from demotion for players playing on the verge of some ELO threshold. On the other end it makes new tiers slightly harder to earn. But then they really "earned" it. (It also gives riot a "penalty" to dodging that doesn't let dodge tank to stomp low elo; all this is why they made the league system)

The system is working as intended. You just have to win more than 50% of your games to actually climb.

The amount of boosting/boostees and plat's temperament does suck tho lol

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