Earning an S in ranked when you lose.

Worst Morgana·5/25/2016, 5:52:30 PM·16 votes·5,722 views
https://31.media.tumblr.com/c26f11d445990fa9b1c7d333af16cc31/tumblr_inline_n9ipwp3yCM1qcjl0k.jpg

Now, this may just be me, but whenever I earn an S or S+ and lose it can be demoralizing. Obviously this happens but it seems to happen a lot at the lower Elo. I am by no means a great player except on a few of my main champions. ( Lux Morgana and Lulu ) That being said, I have an Idea about how to alleviate some of the disgruntlement felt after a great game after a loss.

I propose that if you can get an S or S+ in a ranked game, even if you lose, then you deserve a loss prevented. Games are won and lost a s a team yes, but for solo Q players like myself and even duos sometimes you are the only person effective on your team and it feels like playing well garners you nothing.

If this were implemented I think it might go a long way toward people not quitting a game or trolling once a game is no longer winnable. Obviously that will still happen, but I think that giving people the incentive to do their personal best (or at least not punishing them for playing well) we can move the game to a more healthy player base.

Disclaimer I am a low ELO player and I don't really know how this would affect high tier play/mmr. That being said I think it's a good idea (obviously)

I hope this idea sounds good to you guys too.

Post Flame Below.

16 Comments

Lazypeon1005/25/2016, 5:57:54 PM11 votes

Not voting as I don't want to come off as too harsh, only option I'd be picking is the "no this is terrible" even though I don't think it is the worst idea out there. I believe part of what shows the sign of a good player is to be able to translate their own personal lead, to a team lead. This means being able to work with total strangers and quickly judge how they are playing, who you should help out, etc.

This would also make things messy come high elo. Players who would have lost wouldn't lose rsting, which will inflate players in higher ratings who may not actually deserve to be there. You can be good at playing the game / your charactwr, but be terrible at actually closing out and winning games. I don't think you should get a loss prevented for that.

This would also make playing unpopular / bad champions see a lot more play than they might normally which could be good or bad. For example, I play a ton of illaoi, and even on a bad game where I go negative, I can still earn a S- because the average illaoi player is terrible. But for many of those games, I don't deserve a loss prevented.

Zelis5/25/2016, 5:56:21 PM10 votes

i dont think you should get a loss prevented but the LP loss based on your performance, so if you get in the S range you should lose much less LP than normal.

dim2a5/25/2016, 6:34:18 PM5 votes

Imagine that your team is losing but you have a fed carry. Loss prevented on S/S- would encourage him to play to maintain his grade (as well as help the team), as opposed to try to help his team as much as possible whatever effect on his grade might be. So I think this is a bad idea. But, unlike most, this poll has all the reasonable options as far as I can see, so I'm going to upvote the post... but vote Hell No on the proposal :P

AND this adds a little extra incentive for adc to keep farming instead of helping with dragon early game (early farm helps grade, I don't think damage to dragon does) -- this happens way too often as is. As mid/jungle main, please no!

EMeta5/25/2016, 7:05:55 PM5 votes

As others have said, whenever players have much incentive to value their personal score over the team's performance, it's going to be a problem. Riot has to deincentivize that as much as they can.

Darth Sidiouss5/26/2016, 12:56:42 AM1 votes

i suggested this idea already and everyone down-voted it wtf

Nimble Manta5/26/2016, 5:00:52 AM1 votes

No, then you'll have people who avoid actually trying to win in order to preserve their KDA.

RisenDarkKnight5/26/2016, 5:46:42 AM1 votes

Loss prevention is way too much of a step. Reduced LP loss would be more fair. Otherwise, people might refuse to teamfight because they want to preserve their KDA in hopes of getting an S. (IE you have a fed YI/Rengar and the enemy team is on your nexus towers but someone is dead, instead of going in 4 v 5 and potentially saving the base he sits in fountain because another death might mean an S- intead of an S).

2 or 3 less LP loss for gettting an S or S+ would really help consistently good players climb in the long run, but shouldn't cause people to tunnel too hard on ratings. Loss prevention would let people with a lucky game or two climb super fast and potentially promote them into a league they are not ready for.

netflixandchill15/24/2018, 8:54:16 PM1 votes

I think the best solution to what you, I, and the rest of low elo struggle with is to mitigate the LP loss based on your game grade. So, I lose 10LP instead of 19LP if I had an S. I think something like that would be good for the entire community regardless of elo. This helps keep try-hards from being flaming jerks, because they know that if they just play well a loss isn't gonna wreck their climb.

Fondling Gems5/25/2016, 6:03:21 PM1 votes

Flame

....

What? Just doing what you said.

Zane Zephyr5/25/2016, 8:20:31 PM1 votes

I think if you get S/S-/S+ you should always get the full amount of champion mastery points. I feel awful when I get an S on something, but we lost the game so I get shafted for points.

John 13 345/25/2016, 8:23:51 PM1 votes

No, because this only encourages individualistic play. Truly a bad idea.