LP protection for valuable players in some games that is impossible to win.

NicolasCount·2/26/2015, 6:39:53 PM·2 votes·708 views

I hope Riot can develop a system where it detects who is trying hard in the game where others feed, DC or throw dramatically, so the valuable players who are trying to win can get a lost prevented or even positive LP after losing the rank games that they had put great effort and time in the game. We all know that win a game requires a great amount of effort and losing a rank game will just deny the time and effort you put in the previous wins. I do acknowledge that this might put the ranking system into a chaos and force Riot to add another Tier just to balance the people in top tiers, but If the detector can detect the team who is having a free win, then their LP gains from the free win can be decreased a little bit. I hope you guys understand my point.

14 Comments

Linthe2/26/2015, 8:07:22 PM3 votes

It's fine the way it is. Don't over-complicate the system.

Don't ask riot to implement system that is not quantifiable eg Thresh would get DINGED for boxing the entire team but dying so his entire low health team could escape. Yet somehow this is not "valuable".

Sometimes your opposing laner is just better than you. (But the reverse does happen too.)

ScreamPaste2/26/2015, 7:02:03 PM2 votes

This would encourage people to play to the system rather than playing to win. No one would stall the enemy team at dragon for your jungler to smite, they'd rather be damaging it so the system sees they were taking objectives. Etc.

BluePolarizer2/26/2015, 7:38:09 PM2 votes

I'm 7-0 as jungler in lane phase but with the rest of the team has fed the enemy 0-8.

I should therefore AFK in base to save my KDA instead of ganking around the map and helping my lanes come back.

GaleWinUnleashed2/26/2015, 8:08:48 PM1 votes

The point is understood, but it's too subjective and there's too many different situations to consider. Can't happen until there's a solid objective way to quantify it, without getting any false positives.

Shiroi Kitsune2/26/2015, 6:58:00 PM1 votes

I can somewhat agree with this. If I were to create this system, I would still have it so that everyone on the losing team loses LP no matter what, however it would scale down depending on the contribution. Same with the winning team (so it's balanced).

I do have some issues with this though:

  1. In order for this to actually be balanced, the winning team also has to have scaling LP, and under your system where someone could technically gain LP on a loss, people would also by necessity be able to lose LP on a win. How pissed would you be to win a game and lose LP?

  2. How does it decide how much LP someone gets/doesn't. If they use the same kind of system they use in Fantasy LCS, all the adcs will get super easy elo (even though adc is free elo as is), and supports would be screwed. It would be very difficult to make a system that fairly distributes LP to each role. (and they can't just make individual categories for each role, since what happens if someone plays something unconvential? Double bruiser bot lane, etc.)

  3. Kind of a tag-along to the previous point, but people will begin to focus on doing those things which gets them more LP, even if it's not the best decision for the team. Because "As long as I'm getting LP, who cares about my team?". Granted, those things which would arguably get you LP would also be the same tend to be the things which would put your team ahead, but you can see my point. There's enough of a culture of kills>objectives as is.

So in conclusion, while this seems like a good idea on the surface (we've all wanted this after a loss in which we individually rocked), it has a lot of inherent flaws that are hard to address.

pls no lolnexus2/26/2015, 9:05:34 PM1 votes

Riot bans the disconnectors if they have too many offences, so maybe one day there will be less of them. For now you could learn to play the extremely strong champions and work as hard as you can with your team in a 4v5 to have a better chance of winning. As for the terrible 3v5, I don't know what to say but maybe riot will implement something for the team that loses with a champion afk. Riot will never have something for players who are just bad, but if you manage to work up your elo, you will play with people who won more games. 0Lp+/-25/(2*dc) for each player seems to be a good way to do it.

hüng2/26/2015, 7:59:31 PM1 votes

No lp can be gained from a loss, but a game with someone who did not originally connect for at least the first 15 minutes should be loss prevented. So if graves in a solo lane against leona draven feeds 7 kills you the top laner does not lose 25lp

MyGhettoFantasy2/26/2015, 8:02:44 PM1 votes

I would rather see an LP wager system.

Something where players, in champ select, choose a criteria (Kills,Assists, Objective control, Ganks, Damage Dealt etc). After selecting criteria (or opting out) they can wager LP, something like 1-10. If they meet the criteria (every time the enemy goes for Dragon/Baron you contest it, for example), you gain LP up to the max allowed by your wager. So, let's say you wagered 10 LP and met your criteria in full. A loss is cut by 10 and a win is increased by 10.

In my opinion this helps in 2 ways: It opens open dialogue in champ select and encourages people to come up with a broad plan that will help to give them some sort of focus outside of "killkillkill". Your tank might choose Damage Mitigated as a criteria. Your ADC chooses kills. Your jungler chooses Objective control etc etc. People discuss and inform one another and the beginnings of true team work have already taken root before the match starts.

It also gives each individual players some impact on their personal LP gains/losses.

Obviously this wouldn't be a perfect system, but such a thing isn't possible anyway.