A "better" Champion Mastery...

Lakega··9 votes·745 views

I was excited at the first release of Champion Masteries.. I've been saying Riot should do something like it for the past 3 years.. But...

wtf...

Basically an utterly useless mechanic that does literally nothing but tell me someone has played x games with a champion, where even the most terrible players can get max rank, and quite easily just with a few lucky good games..

Why make such a worthless thing?

Here's my proposal.. I know it would actually take you know... work to do.. (not a simple coding job like you've done here, that I could of coded myself in about.. 3-4 days) But hear me out....

There are 2 ways to do this.

Style 1:

To make "Champion Mastery" actually deserve the word "mastery" in the title, (because right now it's more like "Champion favoritism" not mastery.) Have a system where you can actually you know.. lose points, and you actually have to show skill with that champion..

You can base it off of what their jobs are, which makes it easy. All mages have the same algorithm and specifications, etc.

Decide what the "average" is for the focuses. A tank's job is not to kill or deal damage, it's to take damage, land CC's, and assist. Based off of the averages of these per game across the board in league of legends itself, base the calculations on these, with incriments.

  • Damage Taken
  • Assists
  • CC's landed

Accumulating these, then dividing it depending on a number based on a win or loss outcome. If you do good even with a loss you'll see maybe a slight drop, or even a tiny boost regardless (I don't know the mathematical equation to figure this out, but I know one exists, that would ultimately allow a situation where if you do "above average" it'll break even on a loss, and above average will still see a small increment boost to the Champion Mastery outcome)

The above is just an example, and ADC's focuses would be CS #, Kills, small incriment boost to assists but not as full of a count as kills, as well as a bonus depending on deaths, the break even point for deaths would be the "Average" deaths a game. Going past this slowly starts counting against your overall score for that game. Additionally, the end score would also take into account your teams performances, and scores, giving you an additional little boost to your score if you were one of the top players, this is a balance boost for losses. (How many times have you lost and knew you were the best on the team?)

This system allows a player to "shine" even during a loss. An adc who got a load of CS, good amount of assist averages on the team, even with no kills, and little deaths, would still be given an average score for the game despite a loss, having only a fraction of the deaths on the team, giving that little boost to the score, along with the high amounts of cs and farm. Which is what an adc's job is.


The system above isn't perfect, but it'd be much more intuitive and give someone an actual idea of your real mastery of a character (including yourself). Atm it's "You have an S rank? who cares? anyone can get that".


Style 2:

Similar to above in counting points towards specific goals your champions job specifically has in a game, except without the fancy mathematical stuff.

It simply tallies up your score, and accumulates this score stock. It then matches it with all the players on your server who are also playing that champion.

This score is reset weekly or monthly, and is tallied at the end of the week or month (whichever one is balanced better).

Rank S = top 5% of players for that month/week.

Rank A = top 10% of players

Rank B = top 30%

Rank C = Top 50%

You wouldn't lose your Rank once you achieved it.

This system is more simplistic, yet far more effective and helpful again than the current system. Matching you against all the players playing that champion and grading you based on their average performance with yours will give you and everyone else the cold hard truth of where you actually stand with that champion.

I know I'm going to get mass down voted from all the trolls on here, but these 2 systems create a situation that's naturally more balanced between the player base, and champions themselves.

A champion that is more difficult to master normally, will naturally make you take the proper amount of time before even reaching the 30% mark for instance.

5 Comments

Drop Dead3 votes

I swear people down vote for no reason. So much hatred in this fucking community. I like your idea.

Lakega1 votes

Thank you :)

Miku Lv993 votes

How to get lots of damage taken: play jungle and take lots of damage from just farming 24/7. Hey look, I did so much! lol.

And your system wouldn't mean you'd have to be good. You'd just have to be better than your opponents. You could just intentionally lose games until you had really low mmr, then master the champions. With the current system, I'm happy that I can at least master the champions I want without having to do this.

Dangerous Man1 votes

Good idea, except tanks will commit suicide for masteries lol

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