Would it be such a bad idea to gain/lose LP based on in game performance?
I was just hard carried by a mid lane Xerath (like, hard enough for me to think hes smurfing, or something). Now, it's not as if I was dragging him down, and he had to work his ass off in order for us to win the game. Everyone on my team did decently, and helped the process along.
However, I can bet that both him and I got nearly the same amount of LP for that game.
And that's why I'm writing this. If you happen to hard carry your team victory, you end up with maybe 1 or 2 extra LP points than what your teammates get. And on the flipside, if you do really well in game (I'm talking S, S+) but still happen to lose......well, then you lose maybe 1 or 2 points less than what your teammates lose as well.
I know right now that LP is based off of MMR. If you gain more than average LP for a win, and far less for a loss, it means your MMR is much higher than the game you just played. If you lose more than average LP for a loss, but gain very little for a win, that means your in too high of an elo. If its about the same, your right where you should be (technically speaking).
Thing is, this makes it really difficult to get out of whatever elo you are in once the system determines where you should be. You could be constantly improving on your game, but due to how this system works, it could hold you back until you get lucky enough to have teammates who are just as good as you.
If LP was based off of in game performance, than you won't be punished as hard for trying your damnedest to carry a game, but still end up losing. However, you also wouldn't gain as much if you were essentially a non-factor in the game. This also helps with boosters, and people who play with friends who are much higher elo than them (we still call them boosters, but it is different). The boosters would climb really quickly, and once the boosted player gets their account back, they'll realize just how bad of an idea it was (yes, it may detract from high elo games, but over time, all of those boosters will be quickly weeded out). As for friends with different MMRs, one will perform amazingly, and the other won't, meaning one friend will climb much faster than the other to the point where they can't even queue up together due to the difference in elo being too great.
I understand that League is a team game, but at the end of the day, it's called "SOLO queue" for a reason. You are playing it to enhance your MMR, not your teammates. If I go 6/3/10 in the bot lane, I don't want to lose 19 LP because the 1/13/4 mid laner lost their inner tower pre 20 minutes. Conversely, I'd rather have that 17/4/2 Xerath gain nearly twice as much LP as I do when I went only 5/3/5 on Cait, that way I don't have to face him, and most likely get demolished.
If I have a bad game, I don't want my team to be punished for it. If I have a really good game, I don't want my team holding me back.