Ranked performance and getting out of Silver

strut··1 votes·501 views

There's something i want to discuss here. Something that has been buggering me for the past few months something that i feel is much greater of an issue than it would seem. The connection between individual performance and LP gain/loss and how i feel like it is not in the right state at the moment.

Coming from CS:GO to League of Legends i can see many similarities between the two. One is that in both of these games there is a range of ranks that is considered "elo hell" and how alike are these two to eachother. (In CS:GO it is 6 ranks of silver in League it is bronze + silver.) The difference is that in League the better players seem to be lost in Hell completely.

Once i climbed the CS:GO ladder to DMG which is considered a high rank. It is the 14th out of the 18 achievable rankings in the game. I always felt like Counter Strike rewarded me for being (well relatively) good. In League though i find climbing to be way harder and quite a frustrating experience the LP system being less fair for the individual.

With the introduction of dynamic queue Matchmaking functions pretty akin in these two games. You can have any number of players queued up from 1-5 and you are likely to get the same size of a premade group against you. You cannot queue up with someone with a much higher rank. In both of these games the system is abused to boost players to undeserved heights.

There is however one major difference that makes Valve's ranking system a little more fair and even in elo hell it is separating the better from the worse. Individual performance affects your gain / loss of points in the ranking system.

Let's say you lost a game 12 to 16(the amount of rounds won you need to win the whole game) and there was someone on your team that died in every single round yet failed to score half the kills that you did or was basically a sack of bullets and nothing more throughout all the rounds. Even when you lose this game you will lose less ELO then this dude. CS counts the rounds that you carried or had a great performance in and gives ( at the end of every round) someone an mvp award. These are taken into consideration when the elo loss is calculated at the end of the round. Also if you win the game the more mvps you have the more elo you get. it doesnt mean too much these mvps don't weigh a ton of points and you cannot gain elo when losing but it is a little appreciation for being a little better then the others. Just a little tool that means a lot of balance for the game.

I think League players would benefit greatly from Riot introducing something similar into League. I don't think that someone that goes 1/6 in 15 minutes deserves the same LP loss as someone that held a positive score with less deaths in that game. The grades you get at the end of every game could influence LP.

It is only personal experience that made me write this post. I usually don't complain here about bad teammates but lately it's been crazy how many feeders i am getting matched up with. And i feel really shit every time when there are 2 people that didnt lose lane and the rest fed only to get the same "punishment".

When i have a game being the only one that had a positive score or the only one that has a positive damage given/taken ratio. I feel let down when it doesn't show in LP. It's like im told that i am just as bad as the guy that ignored pings went in 1v5 every time or ran it down mid. No matter how hard you try to carry the game and no matter how close you get at the end you get the same loss as the guy that didn't know how to turn his monitor on.

I just don't feel like this is completely fair .

Edit: If you downvote at least leave a comment why you did.

8 Comments

Dukues1 votes

A system like that would be harder to implement in league since they are no rounds, but it is probably possible. I usually argue its a bad idea and I still think ultimately it is unnecessary, but at the same time it probably could be done. Winning would have to be the most important aspect, but a small change in lp gains and losses based on performance could be possible.

In reality though I doubt Riot would change their system. In the end players will end up around similar ranks no matter what. Its not like making this change would take a silver player and instantly make them Plat. So I doubt they would implement such a system just since it would take time to create the new calculations when they already have a system that works ultimately works fairly well.

strut1 votes

The goal is not to get a player somewhere he/she doesnt' belong or boost his climbing without actual reason. It could be a mere tool for making the struggle less struggle like. At least if this would be possible it could take a lot of frustration out of the game. This could be answer like to the imbalance of dynamic queue

Dukues2 votes

I think Riot's fear might be if you give players any control over their rank they can manipulate it. In the end it probably wouldn't be a big deal but right the sole focus is only on winning. Maybe putting some focus on continuously performing well is worth adding. Never really thought of it as a good idea but it could potentially make the ladder more competitive in the long run.

strut1 votes

Thanks for commenting btw

Randomonium1 votes

I don't think you can implement a system like that in league because everyone has different roles and the stats are much more complicated in ranked. For example, is it better for a support to go 10/2/0 or 0/2/10?

Also, having a positive score doesn't mean you are necessarily doing well. I've had tons of jungle trolls who purposely bait their team into bad fights, watch their allies die, and then pick off low health enemies after the fight is over (shacos and udyrs seem notorious for this.) While their score is positive they have a huge negative impact on the game and their team's chance at winning.

Furthermore, score doesn't necessarily capture your impact on the game. I've had singed or heimerdinger allies who end the game with a horrible score but they wind up getting 5-6 towers for our team and become extremely difficult for the enemy team to deal with.

While I agree your system is the ideal I don't see any way that it can be accurately implemented into league. I know Riot is experimenting with it with the champion grading system but I think we can both agree those grades can feel very random sometimes and the Riot needs to test the system further before tying LP gains/loses to it.

strut1 votes

I think it is already implemented. Meaning you get ranks from D to S role and champion specific if i am correct.

Randomonium1 votes

It is but it isn't exactly accurate. I've had plenty of games where I got an A+ and thought "I deserve a C" and an equal number of games where I was sure I was going to get an S and only got a B+ or A. I'm sure Riot is working towards what you're talking about but the algorithm needs some more refining before I'd want to trust my LP with it.

Trashlord Kayden1 votes

elo hell only exists to you if you have more ranked loss than ranked wins. this causes you to lose more lp when you lose a game than you gain when you win a game. example: you lose 21 LP for losing, and gain 15 LP for winning. that is the start of elo hell.

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