I Would Appreciate a Truly "Solo" Ranked

trash sion··1 votes·296 views

The current ranked system judges you based on your ability in combination with your teammates. It seems flawed to give each individual a seperate ranking, but allow that ranking to be influenced by others. No matter how good you yourself are, you won't be able to carry 4 AFKs to victory.

Because it doesn't make sense to rank individuals based on a team game, I have a proposition to change the current system.

I'm not exactly sure how to value each stat and the like, but here's my idea.

Use personal performance to better rank people. This doesn't mean you could just KS the whole game and gain LP, but rather have a system that look at Kills, Deaths, Assists, KC (kill contribution, how much of the damage you dealt to securing your kills and assists), Warding, Objectives secured, CS, damage dealt/taken, etc. to determine how much LP is gained or lost.

This wouldn't make wins or losses obsolete. For example, if your team wins but you go 0/15/3, only placed minimal wards, were never around to take objectives, etc. you might lose say 5-10 LP. On the contrary, if you lose the game and perform well under the circumstances, you could still earn LP.

However, this would require those who feed heavily with a loss and those who do extremely well during a victory to lose/gain a high amount of LP.

This would incentivise people to continue trying even when losing, would better represent personal skill level through rank, and would also help to make toxicity less prominent since you can still have a net gain of LP if someone feeds.

Tell me what you think!

12 Comments

Itadaki Seieki3 votes

TBH, that's not fair to people ( Like me ) Who main support.

Some games I do A LOT to set up kills and teamfights, sometimes I heal someone or sometimes I just put a wall somewhere and people can't escape, but the assists don't register.

So I'm going 2/4/8 when there was a total of 20 kills, even though I participated in roughly 15 of those said kills.

Is it fair that I'm punished for "not working with the team " when my assists didn't register?

trash sion1 votes

That's why it could be worthwhile to update what counts as an assist. I'm pretty sure a bard shrine counts as an assist if someone picks it up during a fight, so shouldn't all buffs/heals?

And for creating terrain, I feel like if it causes repathing or if the enemy collides with it, it should count as an assist.

It would take work to create an algorithm for each champion or role, but it would be worth it to get a true gauge of your skill.

ChargeItDownMid2 votes

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trash sion1 votes

Do you really need an algorithm for each matchup though? We can assume that most champions will be trying to CS as much as possible, so it makes sense to give "points" or the like for CS. No matter the champion, it's hard to contribute without doing anything.

If the enemy is smart, Heimer may not pick up a kill or even an assist. But, he should be zoning and pushing objectives, so the difference between his CS and his lane opponent's as well as the damage he has dealt to the turret would show how well he played against a passive lane.

ChargeItDownMid2 votes

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trash sion1 votes

But that's the thing, Shen will have more assists/less CS while Tryndamere has less assists/more CS. Theoretically, a supposed "A Rank" of each should have about an even tradeoff of the two.

ChargeItDownMid1 votes

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trash sion1 votes

Would you mind elaborating? I think I understand what you're trying to say but I could be wrong. What I envision would be something like this:

Early game minion waves - 105g-130g (without cannon minion)

Assists- 150g

Kills- 300g

Most champions are solely focused on farming and not roaming up until level 6 (besides some junglers) Therefore, CS can have a single value for every champion up to a certain point for sure.

Let's use Shen and Tryndamere as an example. To simplify this, we won't bother with gold scaling on minions and we'll just say that a minion wave is 100g.

Let's say both laners farm until they hit level 6. If they farm equally, they should have the same amount of gold by the time they hit level 6. This means that having a single CS value is fine up until this point at the very least.

Let's say Shen teleports botlane and helps his carry get a double kill. This puts him 300g ahead of Tryndamere.

However, the time Shen was botlane allowed Tryndamere to take 4 waves.

This is where we need to alter the "points" from just the gold given by assists, kills, and CS. When you assist with a kill, the gold you earn is generated because you dealt some of the damage to the champion that the killer has slain. What isn't factored in is the benefit to your team. Because you just put your laner ahead, that obviously is a good performance on your part. Because this system is based on personal performance, we could perhaps say that you gain 150g worth of "points" from this, putting you back on par with Tryndamere's farming.

This may not always hold true, but no matter the champion, they should always have a similar balance between kills, assists, CS, objectives, etc. that puts them on par with other champions so it shouldn't take a seperate algorithm for each champion.

Dominick Destine1 votes

True Solo Queue is on the way.

Not even duo queue will be allowed (Yay).

Mandang01 votes

This is just going to benefit mains of certain champions over those who main others. Even if you try to compare apples to apples like the mastery system does, you're just going to have people trying to exploit that system by playing really weird picks (it's really easy to get a good mastery score as Zyra top, for example)

trash sion1 votes

I'm not unsure of what you mean... picking an off-meta lane bully that benefits your own performance rather than your team? If you win lane but lose the game, you'll get much less LP than winning the game. It would be much more worthwhile to play to win and try to do well while doing so.

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