Changes To Ranked

MegaBonk··1 votes·1,069 views

I think the ranked system needs a rework. There are so many issues that stem from the current ranked system. Mainly the issue lies in solo queue, where every game is purely a roll of the dice on whether or not your team will have any competent players. This is the most frustrating part of the ranked climb and in lower elo's it really is just a roll of the dice. It is extremely difficult to have one players actions out weigh that of 9 others which can cause situations where despite one player having a flawless game they can be dragged down by their team. With the current system for LP where if you win you gain LP and if you lose you lose LP I do not think there is an accurate portrayal of a players contribution and performance in the game. This is an absolutely infuriating aspect of ranked game play that I'm sure has afflicted the vast majority of ranked players. You are giving the game your all, making expert plays, and completely dominating in game play, yet your team is unable to contribute and one mistakes leads to an all out dumpster dive on your nexus or you are left standing in a 1 v 5 after your team gets picked off in completely avoidable situations. However, I do believe there is a solution to this, a solution that could make league a much more enjoyable game and make ranked a much more accurate representation of a player's skill. In essence this system works off the current grade system within the game (ie. S+,S, S-). It would use this grade system in order to help determine the amount of LP a player gains or loses after a ranked game. The system would still work off of the win loss system with winning players earning LP and losing players losing LP, but now the system would incorporate how you played in the game into your LP calculations. Essentially a player than won and did poorly would get the base amount of LP based on their MMR and a player that won and played exceptionally would get an amount of bonus LP depending on how well they played. The same would apply for loses, someone who played poorly on the losing team would lose LP based on their MMR and someone who played great would lose less LP depending on how well they played. For example a player loses a game but ends with a K/D/A of 13/3/6 and contributes to multiple objectives with a good ward score, this would be a situation where a player played well. But in the current system this player would still lose a large chunk of LP, however in my proposed system the player would lose less in order to accurately represent their admirable performance. A player that might lose 16 LP normally but did well enough to merit an S+ might only 5 - 10 LP instead therefore making the randomness of your team at least a little less influential in ruining your ranked climb. Let me know if you have any criticism or suggestions and if you would like to see a similar system implemented into the game.

1 Comments

Stryder031 votes

Wall of text means nobody reads it.

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