Riot's Ranked Philosophy is in Need of a Major Change

Elite Void·3/24/2015, 3:20:49 AM·3 votes·921 views

The determination for how much LP you gain or lose is based solely on one thing...whether or not you win. This is very frustrating when you do well and come noob on the other team gets carried. I played fizz jungle was 7-6-10 which isn't a great score but i did infinitely better than their jungle urgot who was 1-10-12. Why should he get to gain 20 LP for his shit play when I lose 20 LP for playing decently. This brings up my point that LP gains and losses should not be based solely on the win. He should have maybe got 5 LP for that game(yes i'm pulling that number out of my ass, but it is just an example) instead of 20, because frankly he sucked and got carried by his 17-3 mid laner. I think player's performance in the game should determine LP gains and loss. What I mean is this if you win and carry maybe you should get increased LP maybe up to like 30. If you win but play like shit you should get like 5-10 LP. If you play decently a standard 20 LP. If you lose and do well should lose like 5-10 LP if you lose and go even should lose 20 LP. If you lose and play like shit you should lose 30 LP. Now I know people will say how can you determine whether a player fits one of the categories, in other words what determines how well a player did besides just whether or not they won. I will not pretend to have all the answers, but I think it should be loosely based on k/d/a and participation in getting objectives. Getting a kill, assist, tower, dragon, or baron could add points while a death could subtract a fraction of a point. A kill could be worth 1 point, an assist worth 1/2 point, a death - 1/2 point, participation in tower kill 1 point, participation in dragon kill 1 point, participation in baron kill 1 point. Then some system I'm not sure of could compare your points to your teams points. If your points are significantly above your teams you earn bonus LP if about the same get "normal" LP, and if significantly lower than team get less LP than normal, assuming it's a win. If it's a lose it's reverse, meaning you lose less for higher points than team, lose normal amount of LP if same points, and lose more than normal if lower points. I think this will help reduce toxicity on the rift as player who do well will not get as frustrated with their "noob teams" if they know they are losing less LP. It also rewards players for doing well and punishes players who afk or intent feed(they won't have any points so will lose a lot or gain a little if the team that has them somehow wins). I realize this is not perfect and is just a general idea. Please let me know your thoughts, i think this would definitely would be a step in the right direction for League.

Edit: to clarify this proposed system is for solo queue.

6 Comments

bad arcade kitty3/24/2015, 4:00:35 AM4 votes

pretty sure we play to win and not to have a nice score

BluePolarizer3/24/2015, 4:08:39 AM2 votes

Nope you did not contribute more because the Urgot jungle won and you did not. That is obvious.

Look, I've lost games where the lanes were 0-5 at 5 minutes in the game. Its frustrating but then I'll get games where we're stomping 10-0 sometimes too. If you take the free wins, you have to be prepared to deal with the free losses.

Leti the Yeti3/24/2015, 3:26:03 AM1 votes

Fabulous idea once the community agrees on how to quantitate arbitrary numbers and there are ALOT.. of numbers :l

shit, some people might say that the 1/10 urgot could have contributed in big ways, who the hell knows

Jevokan3/24/2015, 4:09:33 AM1 votes
2000boxes3/24/2015, 4:59:43 AM1 votes

if they were to base the lp system on your stats then people would try to delay ending the game to get the best kda possible which would cause games to drag on they don't want people playing for stats they want teams to come together and win together