what if LP Loss or Gain was based on preformence

DoFr··1 votes·713 views

like, the amount of Farm you get Per minute, the Tower you Take or Help Taking, the amount of Dragons/Barons Taken, the amount of time staying alive, and the Damage done (based on your items, if you built ADC, or AP) vs The Damage Taken (if you Built a Frozen heart + Tank items) and the amount of heals you made, or the amount of Damage your Shields Soaked (showing love for supports) and the wards you place, or the ones you've cleared.

and make the bigger Bonus for Winning or Losing

6 Comments

rth22 votes

The good thing about the system as it stands is that the objective is very clear. You want to win. To do that you destroy the enemy nexus before they destroy yours. That is how you will get your LP, it is the same for everyone on the team. So you can make all team decisions towards that one goal. If you add a bunch of satellite objectives, than you really derail that goal of trying to win.

Say you are going to lose, well, better go do my mini-objectives so that I can soften my LP loss. This would happen tons. Lots of people currently give up games that are completely winnable with a little teamwork, these side objectives would make the "giving up" rate higher. We will just lose anyway b/c top gave first blood so imma just sit in fountain and spam my sight stone so I have plenty of wards placed...

This idea also puts even stricter restraints on what a player is allowed to do in game. This is your role, you had better do it this way! It can dissuade players from trying to be inventive, and that isn't really a good thing. (Whether you want someone "being inventive" in your ranked queue is another discussion that I'm not addressing here)

I would rather keep a clear goal of we all want to win instead of having that be a secondary objective to padding my own stats (I mean, you already see pro's padding their stats for fantasy LCS players, and they are kinda playing this game for keeps!)

WukongMain1 votes

what if...it already is. -epic music-

Csfuser1 votes

The problem with some of these stats is that people will focus on just a couple of these things. One main example would be "Oh look, a team fight is happening, let me just go farm these creeps and I'll be over there in a jiffy."

Krigjer1 votes

{quoted}

The problem with some of these stats is that people will focus on just a couple of these things. One main example would be "Oh look, a team fight is happening, let me just go farm these creeps and I'll be over there in a jiffy."

This right here would be a huge issue.

I personally hate how you can do well in a game, but if one lane on your team loses, it can blow the entire victory out of the water. I'd LIKE LP loss/gain to be based on an individual's performance and not totally dependent on your team. But I don't know how to implement it.

Csfuser1 votes

I honestly don't think there IS a correct way of implementing this. With all the different roles, the only thing you can truly base performance off of is KDA / Kill Participation. For instance, supports don't get CS so why should they suffer LP gains? Maybe someone dies in every teamfight because they get focused and can't help with the towers? Maybe someone is splitpushing while the enemy team is contesting an objective? There's way too many variables and situations where the only correct way of doing LP gains and losses is winning or losing.

WukongMain1 votes

things will becomes less about winning, and more about lemme get 100000000 CS.

hey guys? wanna just not win or lose? lets farm it out. lets all get 10 dragons and 10 barons...and 10,000 cs and full build...and and 500 kills and and and lets make sure all towers and both teams are cleared...and and 1 final teamfight :D dont forget the 10,000000000000000000000 cs. lets just farm it out guys :D more LP that way.

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