Factor Grades into LP gains/losses

KiddFly·7/27/2015, 6:18:51 AM·2 votes·546 views

Solo queue can be rough. DC's and trolls are part of the game, but now that you have a system to measure in-game performance, shouldn't it be applied to the ranking system? If a guy goes 0/10, shouldn't he take a bigger LP hit then the rest of the team? I'm suggesting redistributing the LP loss/gain per individual, based on Grade. The overall team LP loss/gain would stay the same, your team would still have to win to gain LP, but individual skill would play a greater role in rising(or falling) through the ranks, rather than luck.

Currently there's a lot of frustration and toxicity generated from getting stuck with "bad" teammates. By promoting skillful play, you keep players motivated and more focused on their own game-play rather than tearing down others.

Ideally I'd say half of the LP loss/gain should be distributed normally and the other half should be distributed based on grade. Lets say a team loses a game: 100LP loss overall. Each player would lose 10LP by default and the other 50LP would be distributed based on performance. If a player never connects or is DC/AFK for the majority of the game they should eat the entire 50LP loss (60 total). This would be a bigger deterrent to quitters and alleviate frustration from 4v5 games.

Admittedly, there could arise some tendency to try to exploit this system. To avoid team-fights and sacrificing yourself for the team/objectives. To sit in base once you're ahead. So a little tweaking may be necessary to accurately measure participation. For trial purposes you could start out with a quarter of LP to be distributed based on performances. It's enough to promote fairness without becoming exploit worthy.

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