[Suggestion] League of Legends Ranked System rework

Black k 9·3/2/2016, 5:33:27 PM·1 votes·1,032 views

I have heard from a lot of people and some of my friends have been saying that the Ranked system of League of Legends is completely broken and does not work at all. I have a solution that just might work.

The Champion mastery system is a good tool to show progression with a champion, and every match it grades you from an F rating to and S rating. Why not use this system to reflect how a player does within a ranked game?

For example: In every game you will always gain or lose a base amount of 10 LP. Depending whether or not you win the game changes how much LP you gain from that match. As well, depending on your Grade from that match, your Base LP will be modified.


#Victory LP Rating-------------------------------------------Defeat LP Rating

S .... = +27 LP .............. C+ ... = +10 LP ......................... S .... = +7 LP ................. C+ = -10 LP A+ .. = +25 LP .............. C ..... = +7 LP ........................... A+ .. = +5 LP ................. C . = -12 LP A .... = +22 LP .............. C- .... = +5 LP ........................... A .... = +2 LP ................. C- . = -15 LP A- ... = +20 LP .............. D+ ... = +2 LP .......................... A- ... = ±0 LP ................. D+ = -17 LP B+ .. = +17 LP .............. D ..... = ±0 LP .......................... B+ .. = -2 LP .................. D . = -20 LP B .... = +15 LP .............. D- .... = -2 LP ............................ B .... = -5 LP .................. D- . = -22 LP B- ... = +12 LP ............... F ..... = -5 LP ............................ B- ... = -7 LP .................. F ... = -25 LP

This system allows a player to still gain LP if they play extremely well even if they lose, and still Lose LP if they play Poorly even if they win.

As well this chart is also affected by overall team performance and win/lose streaks. Here's some examples:

#Team LP

  • All players perform well = +25% extra team LP gain
  • 4/5 Players perform well = +10% overall extra team LP gain
  • 3/5 Player perform well = +5% overall extra team LP gain
  • 2/5 Players perform well = -5% overall extra team LP loss
  • 1/5 Players perform Well = -10% overall extra team LP loss
  • All players perform poorly = -25% overall extra team LP loss

#Individual LP

  • Break a Losing streak of 3+ games = +50% extra LP gain
  • Bronze Tier: +15% LP Gain // -0% LP Loss
  • Silver Tier: +10% LP Gain // -5% LP Loss
  • Gold Tier: +5% LP Gain // -10% LP Loss
  • Platinum Tier: +0% LP Gain // -20% LP Loss
  • Diamond Tier: +0% LP Gain // -40% LP Loss
  • Challenger Tier: +0% LP Gain // -80% LP Loss

We'll use JarvanIV, Fiora, Diana, Lucian and Leona to represent this example, assuming they win their game (without MMR modifiers)...

JarvanIV performs with a B+ = +17 LP (+25% overall team rating) = +21 LP Fiora performs with a B = +15 LP (+25% overall team rating) = +18 LP Diana performs with a B+ = +17 LP (+25% overall team rating) = +21 LP Lucian performs with an A- = +20 LP (+25% overall team rating) = +25 LP Leona performs with a B+ = +17 LP (+25% overall team rating) = +21 LP

Here's a different example with the same team, this time with a loss (without MMR modifiers)...

JarvanIV performs with an A+ = +5 LP (+5% overall team rating) = +5 LP Fiora performs with a B+ = -2 LP (+5% overall team rating) = -2 LP Diana performs with a B = -5 LP (+5% overall team rating) = -5 LP Lucian performs with a D+ = -17 LP (+5% overall team rating) = -16 LP Leona performs with a C+ = -10 LP (+5% overall team rating) = -10 LP

This system, I believe would allow those who are deserving of a promotion to get there faster and allow players with a certain skill level to stay within their bracket until such a time that they're skill improves allowing them to rightfully promote themselves.

The Promotion system would remain unchanged - Upon reaching 100 LP at Tier I of your bracket, winning 3 of 5 of your following ranked games will allow you to increase to the next bracket.

The LP Decay system would still be in place for the Higher ranks, but this allows for a solid, understandable, and fair system for every player within Ranked.

4 Comments

JRobin313/2/2016, 10:35:36 PM1 votes

The tier/division/LP system is a facade that overlays the inner workings of matchmaking. LP losses and gains are dependent upon the hidden MMR which is is not publicly available. So the real question wouldn't be how the letter grade affects a player's LP, but rather how it affects a player's hidden MMR. Unless you are suggesting that RIOT do away with the hidden MMR altogether. In that case, you would need to explain on what basis your new system matches players. It would suffice, if you could show how your system operates in an ELO system because it is assumed that RIOT's system is based off of an ELO system.

Black k 93/2/2016, 5:42:44 PM

What do you think of this idea? Leave your comments and criticism below!

Black k 93/2/2016, 6:33:45 PM

#UPDATE

Added individual LP modifiers based on MMR tier and separated LP modifiers based on Individual and Team variables.