I have an idea for Post game Stats which could Revolutionize how players play.

Azadethe·5/12/2018, 8:07:58 AM·33 votes·12,580 views

Okay.... So. You know how frustrated you are when you have a team lob a steaming pile of a game, that at some point the other team is dominating because your teammates fed 5/22 or worse?

Or what about when that 5/22 becomes a comeback, and becomes a Mid Inhib push and a 25/24 game, only to be lost by a dumb late game pile up getting nuked in the jungle?

Well.... We all like to argue about "whose fault it is a team lost." But who ever wins the argument when just looking at KDAs? It just becomes a toxic subject, and even if someone is at fault, there is no concrete visual evidence for them to look at and think: Wait. I just cost my team a game. Without that concrete stat, they think, "So what if my dps is bad. I would have done better if not for my team." And then, learning nothing, they queue for more games.


That leads me to a suggest I think Riot and Players could get on board for:


Why not actually post Takedown Gold Given as a Post Game Stat per character?

If someone has a Rank 4 Bounty on their head, and they Yasuo into a 1v5, and feed that hypercharged kill, and 4 Assists, maybe they should actually see what that costs.

Perhaps they might play more cautious, and we'd actually see item/character balances that are based around mature, learning players rather than players who never have a reason to learn. Maybe we'd have less 1 man snowballs. Less forum Rage and in game Toxicity. Less..... Bans due to bad behavior.

I especially think this would help the overall health of the game, because perhaps some players hardstuck in Silver/Bronze (some 65% of the population)..... might actually learn something in their post games. If we could raise their win rates by 1%, We'd have more Golds, Plats, which is where the game SHOULD want to go: People climbing instead of getting bored, feeling like losing is futile

What do you think guys?

34 Comments

DW Diana5/12/2018, 8:31:37 AM8 votes

Actually not a bad idea. I would say I've played games where i went 1/8 in laning phase only to end 15/10. The problem becomes when you are under your tower with your opponent poking at you and unable to get CS, and your jungler thinks tha'ts the perfect time to invade the enemy jungler because, and I quote, "You're going to get tower dived soon so I'll punish by taking their red" and the rest of your team look on and do nothing.

People seem to forget league is a team game, with roaming and ganking not just being reserved for the jungler. I can honestly say having my top lane moakai fake a tp into midlane not only saved me yesterday, but also gained me 15 cs, which got me my hextech revolver on diana and allowed me to 1 shot my opponent when i returned to lane, roam bot to counter gank and pick up another kill and assist, plust he enemy blue buff. Simple but effective and proactive plays from EVERY lane can be game changing. In this example i snowballed and so did my bot lane because of a 3 second fake tp that lost my top laner practically nothing.

How many times has a midlane gank been successful, not because of a gank by the jungler, but by your thresh?

How many top laners benefit from roams by people like Malzahar (My main) when he can just lock them down for you to beat?

In some cases dying and feeding are two very different things. I held mid lane for 5 minutes against 4 opponents with Malz (thanks to my jungler giving me blue buff!). Did I die? Yes, twice. Did they get the towers? Yes, both of them. What did my team do? The took both top and bottom towers, got a drake and then collapsed for a winning teamfight against those that hadn't backed (including the enemy jungler) allowing us to then take baron.

These plays happen in almost every game, but people fail to see them/take advantage because they don't co-ordinate well. It's why theres such a massive difference between solo-q and pro play. We see them in co-ordinated games, and forget we ARE playing the same game! But some people CHOOSE not to play it in the same manner. It's why Clash will be such a huge success imo. My friends and I had a fantastic time playing clash because we got to play in a competitive scene with a 5 man squad (yes I know 5v5 flex exists, it's just bad lol).

Anyway, rant over, and in conclusion while I think the stat would be useful, I don't think it would fair reflect a players participation anymore than KDA already does.

Snowman Arc5/12/2018, 11:10:28 AM4 votes

I mean, there's nothing bad with it being there, but if you want to look at very little details just to place the blame somewhere and make you feel better about yourself, then you have other problems to worry about.

Better look at improving your laning mechanics, your map pressure etc, rather than trying to find the smallest detail about how much gold your fed member gave over the enemy team.

BLACK REALM GOD5/12/2018, 3:13:17 PM3 votes

time spent in combat would be cool too. that way when people complain about you not having any kills while being chased as janna or singed... you could compare their time spent at fountain, time spent respawning, time spent in lane and say "guy wtf were you even doing? you spent half the match at fountain playing as warwick?! i had more time in the jungle and in combat than you had outside of spawn!" and when top nasus goes "cant carry against a fed soraka" you can ask him why he spent all game in the same lane instead of helping in team fights or split pushing.

of course we all know the responses would be "get gud herpitty derp" " bronze v noob this isnt even my real account" and the like, but it'd still be one more way to stick it to the man.

Sex Crazed Eve5/12/2018, 8:25:26 AM2 votes

Actually brilliant.

Dont Blìnk5/12/2018, 8:55:36 AM2 votes

Doubt it would change anything, other than more flaming haha. But I up vote anyway because I like stats.

FilDaFunk5/12/2018, 10:52:24 AM2 votes

I think we should include as many stats as possible.

Mordepool5/12/2018, 7:21:06 PM2 votes

It kinda reinforces those people who just protect thier KDA score honestly fck those people.

DIV1D35/13/2018, 7:03:09 AM2 votes

Giving more information to the player about how they won or lost a game is always welcome, vision score was a very good implementation, though the calculation behind it isn't transparent and isn't really considered in those situations anyways unfortunately.

Trias0005/13/2018, 10:04:25 AM1 votes

They will never learn

dnsup5/12/2018, 11:34:02 PM1 votes

Bad idea for obvious reasons.

DeathBurst5/12/2018, 11:34:47 PM1 votes

I don't agree with your reasoning, but yes, I do think that "Takedown Gold Given" would be an interesting stat to display.

Mast3rShake5/13/2018, 2:18:17 AM1 votes

Knowing how much gold you gave over to the enemy team is a far better state than knowing how much gold you earned in the game. Players know before post game screen about how much gold they have, because their items tell them.

I have made this same post before, the two stats they needed to add was a warding score, which they did, and a "how much gold did you give the enemy" score.

Mokuto Bunshi5/13/2018, 2:44:31 AM1 votes

I successfully trained a yasuo player to NOT dive by showing him that 300 +450 shut down of YOU dying is not as good as getting 2X 300 kills(hes a good friend of mine), but I never imagined it as a stat! Yes YES YES!!!!

Azadethe5/13/2018, 3:02:09 PM1 votes

If only we could get a Riot Response......

Turtles Are Okay5/12/2018, 10:55:41 AM1 votes

Not a bad idea, somehow I read it all even if in 99% of the cases ideas starting with "Okay...so" are, well...

But this assumes people look at more stats other than "total damage dealt".

Verxint5/12/2018, 7:08:01 PM1 votes

I've wanted this before. It's hard to explain to the guy who's 15/15/6 that he's done more to help the enemy team than anyone on our team.