Why Not Copy Dota On This?

Vivid Mandala·2/1/2015, 2:05:22 AM·13 votes·2,212 views
My early impressions of LoL after a long time Dota player.

He mentions a MMR system that takes into account multiple factors outside of winrate, like gold per minute, assist to death ratio, kill to death ratio, how few deaths overall per game.If my understanding of LoL's system is correct none of this is considered, only winrate. Which sometimes results in a true "elo hell" for some unlucky players. I'm not a support main, but I bet it would be comforting to know losing multiple games with a high assist to death ratio won't dumpster your MMR (and for any other players in different roles that fail to carry).

19 Comments

Mathbalnase2/1/2015, 2:19:19 AM14 votes

A successful tank often has less gold than the mage or ADC (even more so for a jungle-tank), fewer assists than the support, fewer kills than almost anyone other than the support, and may even have comparatively elevated deaths. All a natural consequence of the role, and not necessarily indicative of player performance.

A system like this incentivizes behaviours that may actually inhibit the winning of games in place of simply doing whatever works, no matter how it looks to your end-game stats.

Vivid Mandala2/1/2015, 2:18:36 AM3 votes

Risen29, the guy I linked this post to (who was talking about more that just this, but has more info) has that as his picture for some reason.

FDru2/1/2015, 9:23:08 AM2 votes

K/D/A and gold per minute mean next to nothing for the support and tank role, and really mean very little overall. What matters is that your gameplay resulted in a win or not. That's why win/loss is the correct standard to use for elo adjustments.

DarkApostle2/1/2015, 2:07:41 AM2 votes

Why does your quote have a picture of a tech priest?

I'm actually more curious on that, than the MMR.

Also I though (at least) your promotionals to drop you into a slot did take into account other factors?

Spacesuit Spiff2/1/2015, 6:11:50 AM2 votes

Short answer: Dota trusts it's community more because League is more popular with casual players. That sort of thing might not be abused in Dota, but it sure as hell would be in LoL. Imagine people refusing to teamfight to protect their score.

Felixphaeton2/1/2015, 6:11:47 PM2 votes

That system is only in effect until you play a certain amount of games. After that, Dota swaps to the same MMR system League uses.

Why? Because MMR is the only true way of gauging skill. The other system is only a buffer to try to prevent your MMR being drastically affected by your first few games.

Also, Heroes work a little different in Dota than they do in League. Basically...Anyone can go anywhere and do pretty much the same thing. In League, however, tank jungle Lee Sin will have a drastically different score/GPM/KDA etc. than assassin Lee Sin mid. How are you going to make sure both Lees are weighted correctly?

yeldahman132/2/2015, 4:40:57 AM1 votes

TY for making this point man!

Sightless662/2/2015, 12:25:17 AM1 votes

There have been pretty major problems with Dota's MMR calculation in the past. There were a couple months where people who were in their ranked promo games would take Zeus, go mid, and spam his ult (like Karthus ult) on cooldown to increase their hero damage measure, and they'd get placed very highly because of it. Even now, supports are very often placed significantly lower than they deserve, particularly if they play supports who have power for specific functions (I remember that a thread complaining about how Wisp and Ancient Apparition players got ranked poorly even if they played great).

So, it is worth keeping in mind that their detection has favored some champions and roles over others. That's not exactly desirable.

TheKingDodo2/1/2015, 5:31:34 PM1 votes

yeah! no more vvvortic complaining about his ap lee song intense challenjour mechonics and being stuck in elo hell. gg