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Game length and LP

Dragonslayer RS··1 votes·1,387 views

Long game usually indicated both side of team are trying their best to win the game instead of surrender easily. I suggested to reward the players in both side for their positive attitude by increasing the LP gain of winning team and reduce the LP lose of defeated team. Thanks.

4 Comments

CancerBasedGod3 votes

The funny thing is you get less LP per minute the longer the game... Actually it rewards FFing.

Faie1 votes

This is not true in any way.

Mysticman891 votes

It could also mean that the winning team doesn't know how to effectively end games, so an argument for reduced LP also exists.

But LP gains are tied directly to MMR anyway, so you don't want to risk the possibility of people getting into situations where one is 'boosted' by a series of long games rather than actually winning >50% of the time.

Also, Riot is extremely unlikely to do anything that provides incentives to change gameplay patterns. If long games got more LP, players would be disincentivised to end quickly, and instead try to draw out what would otherwise be a stompy match.

Avienal1 votes

{quoted}

It could also mean that the winning team doesn't know how to effectively end games, so an argument for reduced LP also exists.

But LP gains are tied directly to MMR anyway, so you don't want to risk the possibility of people getting into situations where one is 'boosted' by a series of long games rather than actually winning >50% of the time.

Also, Riot is extremely unlikely to do anything that provides incentives to change gameplay patterns. If long games got more LP, players would be disincentivised to end quickly, and instead try to draw out what would otherwise be a stompy match.

If they properly wanted to do things right then they really need to create plenty of measures to promote healthy gameplay such as:

-"Reward" players by having large champion base, namely in the form of a bonus amount of IP for matches, maybe at a 2% per champion past 5 owned and after 30% it could become 1% up to a max of 50%. Very least it would make players focus less on being one trick ponies and also make ARAM accounts end up being screwed a bit in 'limited champion rosters to abuse things like 'selective random champion rolling', When even if the accounts with many champions were to lose, they'd end up with probably more ip then the ARAM winners due to the champion owned bonus.

-I kind of feel like they might need to make snowballing less of a possible measure since most matches i play in any mode seem to be what occurs most of the time, to where it feels like off-meta, players who just want to play their favorite champion even if its Urgot, Singed, Ahri(she may be in a good spot but her kit is still old enough to where certain champions get mechanics like cc immunity) and so on. If people have to make the excuse that you need to get 'high ranked' to get out of the pool of meta'stacking 'abusers', then that doesn't work in normal draft/blind pick modes, since alot of people will just keep playing those unhealthy meta abuse champions (Namely Lethality and Tanking atm), so we have a very small roster of champions to even have some viability, then require specific runes, which ends up with a number of players stuck in the gutter thanks to IP constraints.

-Hell even Hextech chest system might as well be a curse in'itself to just taunt people who prefer playing solo but due to the 'EZ' mode spamming champions who can't even get S rank since the 'meta pick' champions average is way too high now, the solo players might as well be having a carrot danging in front of their head even when they play extremely good, but end up just getting utterly 'wrek'd too often to where the hard work matters little against broken meta basically giving multiple middle fingers in the face of 'supreme game play'.

Obviously this turned into a rant, but point is: ""It really feels like the LP and even Mastery ranks need to be revised to make them more fair in matches, maybe even something like a 'penalty' against players constantly using meta-tier champions and a bonus to those who have to suffer against them.""

[slayer-jinx-unamused]

Probably crazy talk, but when you play 5 matches in a day and every single one of them has meta abuse on 3+ champions every time and its thanks to them that every single match was a snowball, then the fun'factor is as non-existent as a trading card game having one archetype that basically auto-wins against any other kind of deck build.

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