Adjusting LP loss based on performance.

Rozii69··2 votes·610 views

We all know that losing games in League of Legends is a very frustrating thing, but losing a game because of someone else's fault is horrible and toxic in my opinion. It's shit to go in a game with two people inting and then having to lose the same amount of LP as them when you actually tried to play and did average. I believe LP loss should be based on your performances, if you had an awful general performance, like very low wards placed, bad KDA ration, low kill participation and bad CS you should lose a lot more LP than someone who actually tried and did well. Basically, you lose a game, one of two things happen, if you did well/carried/tried to win, you lose a lower amount of lp, like 5-10 etc. If you did bad and fed and the game was basically lost because of you, you lose the normal 19-20 lp. Wins are not affected by this.

4 Comments

FOR JUSTICE4 votes

all this would do is create incentive to kill "securing", as well as doing literally nothing to preserve KDA once the game looks lost.

also remember, cs, kills, deaths, and towers taken mean absolutely nothing post game, because the games objective is kill the nexus, nothing more. therefore if you managed to do so great, but your nexus still blew up, then you're doing something wrong.

also not considering the fact that k-d-a isnt always actually a factor in determining who did more; ie, an 0/4/2 tryndamere who keeps drawing 2-3 people into a lane will still be infinitely more useful then the 4-1 talon who just hunts for kills, because one of them actually encourages your team to play for objectives.

Rozii691 votes

[{quoted}](name=FOR JUSTICE,realm=NA,application-id=3ErqAdtq,discussion-id=8FJQmE0V,comment-id=0000,timestamp=2019-04-13T21:19:55.093+0000)

all this would do is create incentive to kill "securing", as well as doing literally nothing to preserve KDA once the game looks lost.

also remember, cs, kills, deaths, and towers taken mean absolutely nothing post game, because the games objective is kill the nexus, nothing more. therefore if you managed to do so great, but your nexus still blew up, then you're doing something wrong.

Yes but having LP loss matter on personal performance would make people want to try even though the game might look lost so they don't lose that much LP, which in turn will probably result in more combacks or more fun games

ZephyrDrake2 votes

{quoted}

Yes but having LP loss matter on personal performance would make people want to try even though the game might look lost so they don't lose that much LP, which in turn will probably result in more combacks or more fun games

please tell me how? how would people try? why would you go and defend a push if it would lead to your death? why not just take that side lane farm and pad out your stats? why bother blocking enemy skillshots or sacrificing yourself so more important members of your team can survive? might as well preserve that KDA! why group with the team when you aren't going to smash the enemy in pieces? might as well pad out your cs stats! why ward in effective places? just place a ward in random places! why manage your mana at all? just blow through it so you can pad out your damage done stat! playing for stats is the easiest thing in the world to do. Playing to actually win the game isn't

Personal performance means absolutely nothing if your nexus blows up, you still lost. Nobody would try to make comebacks in the slightest. It would do nothing but discourage teamplay in all of it's forms and encourage nothing but selfish play

Kai Guy2 votes

The fact is that playing to win is the best way to climb. Many players who focus only on stats who are trying to win fail to work with teammates because cooperation's a harder metric. Champions like Soraka and mages with high AOE can easily rack up very high kill participation % compared to say a split pusher or duelist champion.

Win or loss is consistently the best metric to measure skill objectively. Not only does it show when a clear mismatch happens it doesn't make some one look like a much worse player for experiencing that mismatch. The RNG of factors like playstyles, teammate,s etc is filtered out by the simple fact the single constant in each of your games is your in it. Proxy style strats like what we have seen with Sion and Singed are completely focused on OBJ control even at the cost of stats like KDA and Damage.

People seem to forget that stat padding is easier then winning. Any time you can cast an ability or add a single tick of damage you do it. Preserve kda? Abandon any risky teamfight and avoid being the one who engages, especially if you don't have a wall of allies to use as meat shields. Constantly burning every ability soon as its off CD and backing when OOM or at any HP value your at risk of a death will make your stats better and it takes almost no effort.. Spamming wards all over the map will add vision.

Lets take a Varus stat padder. You get a better CC score if you use R every single time you have a target you can hit. Follow it up withan auto EQ and back off and your damage goes up. Meanwhile some one playing to win is going to hold onto the R for when it will matter and sticks around for a fight. The stat padder has an opportunity to add damage and CC every time there is a target in range but a good player holds it so they can make a impactfull play not artificially add to their numbers.

A stat padder will take any and all CS, you grab it even if your teammate is behind or near their next power spike. you don't care that letting some one get a completed item will help your team you want the most gold most cs most damage best kda… not a win. You play selfishly and it fucks over your allies.

A lot of players pad with out meaning to because they only check metrics tracked and not if they are making mistakes. They don't consider how to help a teammate just if that teammates numbers are good or bad.

Its a shit attitude for a game like this but its very common and folks don't always understand why its not productive. Skill in a team game is not just about you, your lane. Its about interactions with the other 4 blokes ya got around you.

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