Possible Solution for Ranking System to AFKs, Trolls, or Negative Behavior in Ranked Games
Hey, I am a Silver 5 Support main who is trying to climb. I win my lane about 75% of the time but I usually end up losing games because of afks, people refusing to communicate with the team, or negative behavior in general. Being a support main, it's difficult because you essentially control the outcome of bottom lane in the first 15-20 minutes and then you hand that control to the damage dealers to make the mid-late game calls. In most cases, they fail to control objectives, create opportunities for themselves, and finish games. I have consistently performed well in bottom lane, but it can be frustrating to watch your teammates go in unwarded territory because they have that bloodthirsty mentality. I usually issue pings telling them not to go here or there, but they refuse to listen.
This leaves me the following options to attempt and carry the game:
Do I create further opportunities for the team? At least I think I do. After laning phase, I try to carry my other two lanes by providing vision and roaming around. I freeze huge waves for my laners so that they don't lose experience and gold. Here is some proof on how much I value vision control:
http://wardscore.loltools.net/?name=WirryWoo®ion=na
I also issue pings and attempted to make calls for my team (dragon or baron calls) to attempt and secure the win. I try not to blame my other teammates for my losses, but it's frustrating when you feel out of control after laning phase. Maybe I need to learn more aggressive supports? Maybe I should try and learn other roles to have more carry potential? I don't understand what I'm doing incorrectly. Any suggestions or tips?
I have an idea to resolve this issue. I honestly do think that even though this game is a team-game, I think some players deserve more credit than others and therefore, more LP. Gold and experience is what win games, and although supports don't make as much gold as your AD carry, I think determining your LP based on your opposing lane matchup's gold income is more effective. Of course more LP should be rewarded for really long games (There are some games that we win by -1.2k gold advantage), so I think that a team should earn LP based on the following way:
LP Gain: (0 to 10 points if you win the game, 0 to -10 points if you lose the game (depending on time length of game)) + (LP determined by your opposing lane matchup champion gold advantage)
For example, if I have a 2.2k gold lead as a support but my AD has a -5k gold lead against the enemy support and AD carry respectively and we lose the game, I would lose less LP than my AD because he hasn't acquired the necessary gold for the team and I put a lot of focus into trying to win games.
TLDR: I think one should use the comparison of champion gold advantage to determine the accurate LP gain/loss. This will punish afks, trolls, negative behavior, and people not knowing how to efficiently build by losing more LP than those who are actually trying to win the game. This would also motivate more team fights and more emphasis on trying to acquire gold instead of kills. A rank should reflect your skill on how much you provide for the team and whether you can finish games, vs. being as one unit in solo queue. This is why you see a lot of disparity between bronze players and diamond players (I know some bronze players that work better as a team than diamond players).
What are your thoughts on this? I hope Riot considers this suggestion as a potential option in fixing the ranking system.