League should adapt the Overwatch ranked rewards system.
Currently the league ranked rewards system is heavily based on win/loss. It almost seems like LP gain/loss factors are heavily weighted by a win or loss. Not much of it is factored on how well you do in game or anything for that matter. Ranked is just a bunch of people smashed together with similar mmr just fighting for an actual win no matter what is takes so they can get LP.
Overwatch, however, I think offers a much rewarding system and in my opinion is much more fair system. What overwatch is does is take specific things you do in game like:
- Damage done
- Kills
- Deaths
- Objective Time
- Objective Kills
- Objective Defense
- Healing done
And they use a medal system to give you awards for accomplish those tasks in game. This inherently gives the gameplay a lot more depth. It primarily engages the players to fight the objectives and pursue their role whatever it may be. It creates a better team game. Now the best thing about the medal system is that, if you do extremely well, and receive says 2-3 gold medals in certain categories, you will actually lose a lot less ranked points in overwatch unlike league where you can actually end up losing more LP per game then gaining even if you did well in your role.
I bring this idea out because Riot recently changed up the roles and how champions are classified. THey created many new subclasses pertaining to what that champion actually does in game. The new roles include:
Class - Subclass Tanks - Vanguards, Wardens Fighters - Juggernauts, Divers Slayers - Assassins, Skirmishers Mages - Burst Mages, Battle Mages, Artillery Mages Controllers - Enchanters, Disruptors Marksmen - Marksmen
So what if Riot actually implemented a reward system based on what you did in game based on your role/subclass? There is already a statistics system built called end game stats. They could use that potentially to give you LP based if you played your role/class correctly. What if assassin's got 1 extra LP for killing actually squishy targets? What if a tank got 1 extra LP for taking a TON of damage? What if a support got 1 extra LP for amount shielded/healed/cc'ed? The possibilities with this could be endless. This also could work in reverse. What if you lost less LP as a tank because you tanked the most damage in game? What if you lost less LP for dying less as a support and getting tons of assists as Janna and shielded a lot?
This whole reason I am saying this is because this would make league a much better game with more depth to its gameplay. It could offer a more fair system to because even you did well, the people who did worse than you would lose more LP than you and maybe more MMR and you could still be in your rank because you are a good player in that role you played. I also think this system could easily fix AFK problems and feeders. That person obviously didn't do well in their given role, instantly loses a ton of LP while every else could lose a % less from that person based on how they did that game.
Basically it is a lot of math!
THanks for reading :)