Suggestion for underlying Rank/LP for next season (SoloQ)
Here's a suggestion for how to to improve the SoloQ experience in the future. Step 1: allow players to EXPLICITLY swap roles in the lobby (this is already available technically, but for the main point it'd probably be necessary to make sure everyone is in the stated role), so if someone is autofilled sup, and jungle agrees to swap, then original jungle is now defined as support and vice versa Step 2: setup a litany of metrics for each role, for example: ADC = 1) CS, 2) KDA, 3) Objectives destroyed, 4) vision, 5) Damage dealt Step 3: Your final LP after the game is decided 34% on game result, and 66% on personal metrics Step 4: Weight on the given metrics is RANDOM for each game given a weight value from 0 - 100%
For best results, the metrics should all be considered items that are helpful to get the team TOWARDS the win, but by changing the metrics each game, you can't hyper focus on any one thing to "rig" the system. If I focus on KDA and the scoring is based on Objectives & vision, then I get screwed. Likewise if I spend all game split pushing and dropping wards while my team loses to a big teamfight and the scoring is on damage dealt then that's no gain for me.
This gives players more of a sense of "ownership" of their performance and you don't feel like a game with 4 randos where everyone else is feeding is a COMPLETE waste of time. It also reduces the effectiveness of boosting, since if in a duo, the weaker player won't gain as much (and might even decline) even if they win, and strong players can still advance, even if their team loses.
Keep the W/L as sole determinant for Flex, since the teams in there are more "built", but SoloQ really needs a way to allow for personal advancement without trying to force full "solo carry". "Gaming the system" is not a valid excuse anymore, because too many griefers already do that in the negative direction. (and even the unintentional feeders breed too much toxicity)