Toxic community( I can be ranked as a toxic player), How to improve it.

Rejected Devil·8/16/2015, 6:56:02 PM·1 votes·296 views

League of legend is one of the best game I have played for many reasons; Graphics - A+, Balance - B (sometimes champs are just broken), Champions A+, Roles A+ but one thing I had never liked about League of Legend is the community.

The reason why I don't like the community is because of toxic players and the ways in which a player increase their rank in the game. I may be talking about normal or ranked in this case. I'm currently in Sliver 5, for some reason never been in Bronze and I like to play the support role, favorite champion "Sona" but I'm stuck in Sliver 5 because I can never carry the game with Sona, Janna, Shen. These champions contribute a lot to any match and so does the support role ( who else will buy Sight Stone and Pink wards, peel for the ADC and give map support? ). I played the support role not because I don't like top or mid or Jungle but because it the role that no one plays and I like the role now. In ranked the only way for someone to move up the rank is to win the game and not only win but to win in succession, that i think is completely broken. Most player (if not all) I've seen when I look at their stats is that they have around a 50 win and 50 lost ratio.

My Average Rank Match Starting Rank matching making, 3 bans (might want to increase the amount since there is more champions) and a lot of time for the player to communicate that by itself is great (Great Job). But from that point on everything is a mes. Usually there are persons fighting for Mid, Top and Jun no one seem to want play ADC or Support( you can see this from the most needed position in Team Builder). Okay so the last person to pick a champion is my ADC. During the game little mistakes can be made from Top, Mid and Jun so i begin to ask why did they play that position if you cant play that position. Usually I'll get ignore, then i think to myself we can win this game we only have to do this and that but then no one listen and since no one can see my strategy so i start to give command, and when one person or two person don't listen i get toxic and curse at them telling them how to play, and when they still don't listen I curse at them more. BTW I ask but no one ever buys wards (okay it 75 gold for each ward i understand) but what i can't understand is why no one ever upgrade the trinket. Not all games goes like that but like 3/5 games. Since a player have to win in succession I can never rank up

Being stuck in Sliver 5 I decide to look up how to rank up, and the result I've got is to carry the game. Get as fed as possible and as fast as possible. So as a support main that told me I'm stuck in Sliver 5 since i had to relied on others to carry . Some of you may say just play Mid, Top or jun and carry the game but to me why should i give up my favorite/best role and champion to rank up, that just solve my problem of being in Elo hell and my toxic problem by muting everyone and carrying the game but it wont help the community.

I want to suggest is to change the way in which a player ranks up to individual performance, but i understand that winning a game is important since it show your mechanical skills mastery. So my suggestion is to change it from low rank( Bronze and Sliver) to a new system and from the higher rank (Gold +) keep the win system, so a player have to improve their mechanical skills or get lucky to rank up from Gold +.

NEW SYSTEM The game already monitor every aspect in the game from CS, Warding, Kills, Deaths, Assists, etc. Why not use these aspect to rank individual performance? Let the system give out points to player for positive aspect of the game and take out points for negative aspects that influence the game. So even win or lose the match a player may still rank up base on individual performance.

Getting CS Getting CS to every game but most players don't seem to know that, and it negatively influence a game when 40mins into the game a player is half way across the map getting Grump for CS when their team is fighting 4v5 at dragon pit. So how about points for total CS, the more you get the more points and deduction of points after the 30 min mark and their far away from their team to get that lovely CS and watching their entire team dies. This one going to be hard since points can't be deduct if one player is split pushing for example a Shaco.

K.D.A This is one of the main aspect of the game. Simple enough you receive points for kills and lose points for death. The points receive for kill and assists should be the same since if not and kills are given a higher priority, then players will become Toxic for kill steal and no one will want to support.

Warding Placing ward and removing wards are important aspect to the game. And giving point to players for warding may influence players to ward more often and upgrade the trinkets.

They may be more positive aspect and negative aspect but i cant think of them. With the points system in the lower ranks, player will have to learn the positive and negative aspect of the game to rank up. So player will more likely play correctly and then there be less toxic players like me.

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