Elo-Hell DOES exist but NOT by nay-sayers' definitions (Impossible-to-Get-Out ? That is the wrong definition. Too much time-consumption to the point where the rewards are not worth the time or effort ? Yes, definitely, and I would even be WILLING to bet REAL MONEY that NOT EVEN a DIAMOND-Player would be able to carry my account if he was ONLY going SOLO-QUEUE with it [and I mean SOLO-ONLY, NONE of that Duo or Partner or taking any other players with him crap, because even I can get back up into Gold very quickly with a consistently competent-team [and I now have a Dynamic-Queue Group whom I joined with earlier today where we MUCH-more-easily-than-can-be-done-in-SOLO-Queue won ALL of our matches as a Dynamic-Queue earlier this morning], but I do NOT get that in SOLO-Queue, and for some reason NONE of my other accounts have this kind of problem with match-making, therefore I AM willing to make some easy money off an arrogant-diamond by making BETS that they CANNOT do it in LESS than 250 games of SOLO-Queue OR it WILL take MORE time than TWO whole ENTIRE MONTHS to do so {did I mention, SOLO, and NOT with ANY Duo/Trio/Quad-Patners ?}]). Also, Elo-Style Rank-Systems are absolutely worthless numbers except at the upper 3% or so of the player-pool. The issue with any kind of Elo-Style System is that they usually only take ONE number into account (sometimes two as in the system we have now which are the MMR and LP) which does not reflect the various variables of a player's strength.
For the record, Elo-Hell is complained about even in CHESS-Communities by CHESS-Players, and the reasons are similar, because it's faster for them to get a 2000-rated account simply from starting a NEW account instead of playing any account that was tanked down into the lower-echelons of 1250 or below Elo. The same situation also applies in League, unless you are some-how cheating, finding some other ways within which to basically "farm" Rank-Numbers (like Queue-Dodging every single problem-match until the Reset-Time where you'll still only lose a maximum of 3LP for the next Queue-Dodge until you have favourable matches instead of going against teams that pick combinations of things like Vlad + Lux + Illaoi + Mundo + Quinn against your team of n00bs who decided to put together a composition like Akali + Talon + Fizz + Zix + Sona [the main reason a Vlad/Lux/Illaoi/Mundo/Quinn team will win 90% of the time against a Akali/Talon/Fizz/Zix/Sona team is because the latter-team has no real sieging potential, have no tank, and are facing against the the enemy team's superior wave-clear and against that team's ability to force massive amounts of split-push pressure due to Vlad's split-pushing safety and Quinn's high-speed split-pushing with high-speed escapability and ridiculously broken damage as of right now, then throw in Udyr to replace Sona and I'd change the winning chances of the first team to be 100% amongst any competent players using the first team's composition]).
Let us assess the variables & factors that are NOT taken into account regarding player-strength, starting with Chess-players, then I will cover the list for League-players...
Chess :
➜ Knowledge/Experience of Effective Pawn-Structures
➜ Knowledge/Experience of Openings (the starting moves & initial set-ups on the board)
➜ Knowledge/Experience of Effective-Use of Knights
➜ Knowledge/Experience of Effective-Use of Bishops
➜ Knowledge/Experience of Effective-Use of Rooks
➜ Knowledge/Experience of WHEN to Castle
➜ Knowledge/Experience of Knowing Which SIDE of the Board to Castle
➜ Knowledge/Experience of when or not to make Offensive-Moves
➜ Knowledge/Experience of defensive-structures of board-positioning
➜ Understanding of When a Piece Can be Sacrificed For an Advantage (I Have Even Played Matches Before Where I Allowed My Own Queen to be Sacrificed Which Eventually Resulted in an Advantage That Allowed Me to Obtain Several More Queens and Win in the End)
➜ Knowledge/Experience of How to Close-Out a Match Into Check-Mate When Opportunity Available
I may not have covered ALL of the various factors of chess-playing but the above are at least SOME of the BASICS. Now For League :
➜ Last-Hitting Mechanics
➜ Team-Fight Mechanics
➜ Harass-Mechanics
➜ Knowledge of Team-Compositions & Strengths/Weaknesses of Team-Compositions
➜ Effective Rotation & Timing of Rotations For Objectives-Control
➜ Communication-Effectiveness via Pinging
➜ Whether Player Warn-Pings of Wandering Enemies or Not
➜ The paying attention to location of enemy jungler
➜ Knowing Item-Strengths/Weaknesses For Effective-Builds
➜ Counter-Picking or Counter-Playing Knowledge
➜ Tracking of Dragon-Timers/Spawns or Not
➜ Knowing When and When NOT to go for Baron (MOST of the time in Silver & Below Ranks the Baron WILL be a THROW For the Team That Goes For Him)
➜ Knowing When to Team-Fight Versus When to Split-Push
➜ The Paying Attention as to Whether Entire Team is Together BEFORE Fighting or Not
➜ The Pinging of Non-Grouped Team-Members to Re-Group With Team or Not
➜ Avoiding ANY Kind of Risky Plays During Team-Fight Phases
➜ Avoids Tower-Diving Too Early
➜ Low Connection-Latency
➜ High-End Computer
➜ Keeping Track of When/Whether Team-Members Need Help/Back-Up or Not
➜ Aiming For Turrets/Inhibitors Instead of Chasing Past Objectives For Risky Kills Against Slippery Opponents
➜ Reliable Connection
➜ Knows When to Queue-Dodge
➜ Ability to Win-Lane Consistently
➜ Knowing When to Let Own Lane Lose in order to Assist in Winning Two or More Turrets From Another Lane For Higher Advantage (This is a Concept From Chess Where You Sacrifice One Piece For a GREATER-Advantage Else-Where, And For Those Who Have Been Complaining About Always Winning Lane, But Losing Game, Well, Here is Your Answer)
➜ Ward-Placements
➜ Use of Wards/Trinkets
➜ Knowledge of Effective-Use of Runes/Masteries
➜ Reaction-Times
➜ Knowledge of How to Set-Up Ganks & Effective Ganking
➜ Knowledge & Effective-Use & Choices of Summoner-Spells (I Was Told to Take Heal as ADC but I Will Usually Take Cleanse Against Problematic CC-Teams)
➜ Knowing How to Counter-Build Against Team-Compositions (Such as Frozen-Hearts & Thorn-Mails For Versus All-ADCs Team or Lots of MR Against Mage-Teams)
➜ Decision-Making of Which Activities Result in the Most Gold the Fastest (For Example, Last-Hitting May be Important, but Switching Focus to Enemy Champions Suddenly Becomes MORE Important When the Opportunity Arises For a Possible Guaranteed Kill on an Opponent, Thus, Like in a Chess-Match, You Sacrifice the Hand-Ful of Gold From Minions, For a Greater-Advantage of Getting More Gold From Killing Enemies Instead)
➜ Decision-Making of Which Activities Rresult in the Most Power-Spikes the Fastest (Such as Getting a Dragon When Opportunity Available)
➜ Avoids Risky Plays (For Example, STARTING on DRAGON is usually NOT worth the RISK IF the Enemy Team has ANY Vision of Your Team Being at Dragon, Particularly During the Early-Game, But You CAN Get Away With it Late-Game IF You See Them All Scattered & Far Away on the Map)
➜ Effective Warn-Pinging (Missing Enemy Pings Are NOT Enough Warning, When Your Lane-Opponent Disappears, You V-Ping THREE Times Down the River if You Know What Direction They're Headed, Followed by WARN-Pinging That Lane, Followed by MIA-Pinging Your Own Lane, and For Cases Where You do NOT Know What Direction They Went, You Send Warn-Pings to BOTH of the OTHER Lanes Followed by Back-Pinging The Other Lane-Members of Your Team, Followed by MIA-Pinging Your Own Lane, This is Why I Usually Preferred to Go Mid in Solo-Queue, Because Most People in SOLO-Queue NEITHER Ward NOR Do They Win Their Mid NOR Do They Have Effective Ping-Strategies Against Letting Their Lane-Opponent go Gank & Get Fed Out-of-Control, There-Fore, For Mid-Laners Who Complain That Their Bot-Lane is ALWAYS Feeding, Well, Here is Your Answer, Even Though it IS Usually Bot-Lane's Fault For Feeding IF They've Died Before You've Even Gotten a First Item, with only a handful of exceptions where it MAY have been advantageous for you to go bot [but most of the time it's better for mid-laners to reach L06+ and have an item before roaming around], and in Such Case, All You Can Do is Try to Limit the Frequency of Your OWN Lane-Opponent From Getting Fed Off YOUR Bot-Laners via Heeding my Recommendation in within these Parentheses)
➜ Knowing How to Encourage Team For Increased Maximum-Effectiveness of Their Strengths Instead of Dogging on Their Weaknesses ( I will include an example character-story of this from another game https://www.youtube.com/watch?v=7LnbO6H4kWc&fmt=18 )
➜ Knowledge/Experience of When/How/Where to Position For Engaging or Counter-Engaging in Team-Fights (For Example, I Main Kennen, and I Find that MOST of the Time it's to MY Team's Advantage For me to Simply WAIT For an Enemy-Team to Engage, Then to COUNTER-Engage Upon Them After They've Decided to Start Committing to a Team-Fight, and This is ESPECIALLY True Against Compositions That Have Their Own AoE-Ulti, Like From Malphite, BUT I Also NEED to Stay BACK Far Enough to Keep From Getting Caught in The Enemy-Initiation or at Least Hide in a Nearby-Location to Surprise-Counter-AoE-Ulti)
➜ Know WHICH Targets to Attack as ADC (Everybody ELSE Needs to Focus the Carries, Whilst the ADC Should Simply Attack the CLOSEST Target, Whilst Staying in the BACK of Team-Formation, and Speaking of Team-Formations, Yes, Carries Should be Focused, But NOT at the EXPENSE of Your OWN Carries, Otherwise That's Like That Example Where You Are Giving Up a HUGE Advantage WITHOUT Anything to Gain, Such as Sacrificing a QUEEN in Chess but NOT Getting MORE Queens as a Result)
➜ Effective Knowledge & Use of Team-Formations (Carries Stay BEHIND the TANKS at ALL Times IF a Fight Has Not YET Been Initiated in MOST Instances, The Tanks Should Stay in FRONT of CARRIES at ALL Times When Roaming Together or Preparing For In-Lane Team-Fights, etc)
➜ etc, etc, etc.
Also, the Ability to PERFORM is ONE thing in any kind of competition, but the Ability to TEACH is ANOTHER thing entirely. Stop listening to others based SOLELY on their DISPLAY-Rank.