Why games are more coin flip than ever.

option paralysis··3 votes·1,925 views

Well, first is the terrible matchmaking... but besides that, most people play sheep meta champs and right now meta champs have almost everything in one kit. New champs also... mobility cc dmg tankiness, etc.. and + runes, even if they didnt' have something, they do now. So even if you win your lane against someone like irelia/riven/vayne etc... they're gonna come back in the game if your team isn't doing well like you.

If you're not playing like 2-3 divisions above your lvl, you have to win your lane AND get a good team if you're going against meta sheeps, which in solo q, most of the time you are. Because those champs are just too overloaded and too hard to stop with this insane dmg in the game on your own. There's no room to think, there's no room to wait and just cs and get stronger in the game anymore. Everyone is just qwer - boom, you're dead.

That feeling like you don't have any impact on the game whatsoever, just who coin flipped a better team, IMO is worse than losing. Feels like you're just going through the motion and waste your time to see what kind of a team system offered you today. Lame.

4 Comments

BigFBear2 votes

I think it's because: less players + same queue time = worse team composition in terms of MMR.

They already admit (a few days ago) that this problem exists in high Elo therefore they changed queue time from 4 minutes to 9 minutes in Master+

Maybe it's not THAT problematic in low Elo because of the high amount of players there but it's noticable. If playerbase decreased by 20-30% (just guessing here) it makes a big difference in high Elo queue and a small but noticable difference in low Elo queue.

They should extend the queue time in low Elo too imo. At least for 1 minute.

Daddy Ants2 votes

Winning feels bad.

Losing feels extra bad.

Losing because you flipped tails instead of heads is even worse of a feeling.

Cdore1 votes

There is a lot of coinflip in the game at the moment. Solo queue defies the normal way of playing league by placing a huge onus on players to carry themselves. It's easy to do in theory, as we see high elo smurfs level a new account up in diamond. But I challenge a high elo player to be given a seasoned account with a set mmr and 300+ games on it in ranked to try to climb as fast as they did on new account. I argue it wouldn't be as easy.

Current cases of rng:

  • Dragons
  • What players or enemy players you get
  • Each player's state of mind
  • What champs are your team and enemy team
  • Connection issues or whether an outage will happen

In most multiplayer games, the last four are a constant thing to worry about. However, a good multiplayer game would rank you more on your individual skill rather than the skill of the team you currently have. This has been a flaw in the solo queue ranked system that I have criticized for a long time. I don't accept solo queue as a legit competitive gauge, but clearly Riot has invested resources into putting it on a high pedestal, thus they are subject to any critique to the system we give.

League does not seem to care much how good you are individually. For all the little systems in place to measure your performance, none of it is used to decide LP gain or even team placement. A missed move on Riot's part, and have me feeling no one on the design or even director team either knows how to make a legitimate ranked system or doesn't care to for other reasons.

ZT Xperimentor1 votes

You forgot the longest lasting randomness in the game, critical hits. But there's also some lesser known ones like the; ancient coin, thresh's soul harvesting, and zzrot portal in terms of minion block.

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