[Solo/duo Queue] Revising idea for solo/duo queue

ShaDoWAsunder·11/26/2014, 10:20:47 PM·1 votes·758 views

Lets begin with these statements, "you have to hard carry to win" or "Solo Queue is to only improve yourself"; I completely agree with both to most extent. With the meta changing over time, I am finding there to be less ways, or at least not as many efficient ways to actually hard carry a bad team unless you discover something on your own that is actually ether game changing or something riot did not intend. So with that, here are a few ideas I thought of.

  1. "SOLO/DUO queue" (being ranked on skill), a ranked game mode that is pretty much the same thing, however, with only a 1v1 in the bot lane, so you do not have a teammate to rely on. Usually in most games depending on whether or not the odds are in your favor, bot always feeds. So why don't we just do a solo lane? I do not see the jungler being taken out as it is honestly a lane of its own to secure buffs and objectives, plus the new meta change would make it useless if there was no champion with smite. It would also be ideal to begin from 0 Elo rather then being possibly carried to an elo if you are good enough. I do not believe in clamping, if you got to an elo, you belong there. Why do you need to play 3 of 5 games just to gain more? If you really think about the current system, it is not really a solo or duo queue, it is a random 5v5 team queue where anything can happen. I do not want to make any current ideas on how to gain elo as that is usually a complex issue, however, it should not be based on a team play if it is a SOLO queue.

  2. "Solo team Queue", pretty much the same ranked system we currently have. You get a random team of 5v5, and you play only to improve yourself. Play the best of 10 games, get placed, and grind to where you may or may not belong and try to hard carry.

  3. I do not really have a name for this kind of queue, and this idea would have alot of kicking involved as players want to win, which is why riot probably has not made this in the first place. However, I have seen this system in a game I use to really enjoy, and it worked well for that game. Everyone begins with 0 elo. Ideally the only way to get elo is by securing your own lane kills and or assist from a gank, dropping towers/assists, having good creep score for each wave, and counter jungling. If you think about it, even if you have 10 kills, 3 deaths can make all the difference in carrying a game, so making less mistakes will result in your own personal gain to climb. Pretty much to summarize this, you gain elo based on your own plays, skill and mistakes while the player who ether did bad or intentionally fed will drop. Secondly, everyone can see your ELO and teams are made similar to how a custom game works, by hosting. You have the choice to join, or create a ranked team, and be able to view a players elo and history so you do not get players ether seeding, below your elo by a good chunk, smurfs/trolling and/or feeding. Once the team is made, the auto match making can begin to search for an ideal match, and if it cannot find any, it can match you against a high tier or even a lower tier as you are ranked based on how well you do in terms of skill. This kind of setup might have to be a 4v4 mode, however, you can never really tell until it is tested.

If you made it this far, than you most likely read the above, please drop a like or dislike at a bare minimum and discuss any issues you may think would be involved with this. If you favor any of the ideas, say which one. I will also be posting this in the PBE forums for any feedback.

3 Comments

Dedrius11/26/2014, 10:26:02 PM1 votes

I guess I am just a bit confused on your idea. From what I can tell you want a queue with 4 players instead of 5 called solo/duo queue where there would be 3 solo lanes and a jungle and then a solo-queue identical to the one that is currently in effect. If there is any way you can clarify if this is what your talking about then it may be helpful.

ShaDoWAsunder11/26/2014, 10:53:30 PM1 votes
  1. Usually in most games depending on whether or not the odds are in your favor, bot always feeds.

Using the second quote, this game is based on individual skill to carry. If you get a support that is just bad or have different intentions, while the enemy adc/support are on par with what they want to do, you already lost bot lane, possibly gained a few flamers, and you can figure the rest. Myself, I always avoid playing bot lane for this reason, its the kind of lane that you have no idea what is going to happen. As I also mentioned, I do not want to say anything about how to gain elo. My personal view is that too many players treat solo/duo queue as an actual skill rating system (I am very guilty at times), which is why being ranked as a team is rough. There is also the part were if you win lane, and others fail, they will blame you for a loss if you decide to split push as there is nothing else you can do to a fed lane. Sometimes if you split push, and a player decides to not stall a lane, they will ether pretend to die and say "see I cant stay in lane" or just afk; I seen things like this a few times. This just makes carrying harder. Taking a support out just gives that extra potential of being able to carry, and its a pure 1v1 skill match up. Remember, this is not called ranked teams, it is solo queue! That is another reason to drop out a support while being in solo queue, it is not ranked teams and it is not the LCS. This may also change the idea of a player to decide whether or not it is better to group or to just push his lane to the tower/inhibs and take off jungler pressure in another lane, as well as preventing roaming. If the enemy adc roams, they lose objectives.

I hope this helped a bit.

ShaDoWAsunder11/26/2014, 11:09:12 PM1 votes

Also, another thing I poorly forgot to mention, is that this game is too meta. I can only imagine someone will mention "this changes the meta". As riot has said, change is good. It is not meant to be an fotm queue because of a few stronger/viable champion picks.