Riot, could you fix the mistake in the LP system?
There's a logical mistake in the LP system.
We go to promo series to climb up a tier. We need to win 2 out of 3 (by default). And if successful, we end up at 0LP.
We can drop to lower tier if we lose one game at 0LP. And we can end up at 60 (or so) LP when that happens. We might need to win 4 games (if we dropped to 60LP and gained 19LP or less per win) in a row to even get back to 0LP at the higher tier we just dropped from.
I'm not suggesting promo series system should be removed.
Instead, I'd like the system to require 2 (or even 3) losses in a row at 0LP before you drop a tier. And possibly a minimum 80LP at the new tier and 20LP/win (since we already proved we can get to the higher tier).
———
The ranked ladder is intended to let you climb if you win more than half of your games. That definitely happens if your winrate is 60%+. But when it's just a little over 50%, climbing can (with bad luck) become much slower than seems intentional.
For example, you win a few games in a row and climb one tier. Then you win one, lose one, win one, lose two—and drop back to previous tier with 75LP.
Of course, if you play enough, you end up climbing even with 51% winrate. But if you don't have the time to play a lot, you never get anywhere close to your "true" rank (the highest tier where you'd win 50% of games).
Perhaps there is an invisible system that compensates for all this somehow. But since I don't know of such a system, I can't take it into consideration.
———
For clarity: I'm not complaining about "ELO hell," trolls, DC'ing team-mates, autofills, or how it's harder to carry games from certain roles. Just the seemingly illogical system around dropping from one tier to another.