Ranking System fixes
I wrote this in a reply to a post on the boards but i thought i might as well post it as a discussion to see what others think.
My solution was to use a rank system based on merit not based on win. Because your rank represents YOUR skill level not the skill level of your team. Now multiple stats would be taken into consideration in respect to that game. For example, top 5 dmg dealers in the game earn +5 LP. top 5 vision score +5 LP. And to offset this worse 5 dmg dealers -5LP. Now players would argue, but then i can never have highest dmg as a full tank. But as a full tank they should always have highest dmg taken and that would be a stat too. Basically the stats would look something like this: 1.Dmg 2.Vision Score 3.Dmg taken 4.Dmg to objectives 5.shielded/healed amount 6.KDA 7. Win/Loss (not regarded as a category)
How the system would work. Since current we get +100 LP (20 to each member for 5 members im going to assume on average) we can divide those LP over the 6 categories evenly 100/6 = for 17 LP per category. Now since the best 5 members get LP for each category we can divide that further 17/5 = 3.4 LP so LP would be rewarded as followed: Top 5LP 2nd 4LP 3rd 3LP 4th 2LP 5th 1LP 6th -1 LP 7th -2LP 8th -3LP 9th -4LP 10th -5LP
For a win the winning team gets +5 LP each and the losing team gets -5LP each, making the outcome of the game still a factor.
Which means if you can essentially lead all cateogires you can possibly gain +30 LP. Now this most likely will never happen because certain stats are better suited to certain roles. Like vision score and support or dmg dealt and carries. This would do 2 things for the ranked system, 1 it would push players into filling roles for their team (not like top bot mid roles but if the team lacks a tank role because it would guarantee a player +3LP assuming they play their tank correctly and tank more than all characters who arent tanks in the game). 2. It would force players to not only compete to win but to compete to do better than their own teammates. Basically rewarding players who play consistently well or consistently carry, while also discouraging trolling and afk farming trolls.
So lets calculate a game where everyone does their part. Carries: dmg dealt, dmg to objectives Supports: Heal/shield, vision score. Tanks: Dmg taken, Healed, Dmg to objectives. KDA and Win can be applied to any role.
Overall that leaves you with a possible 10 to each role exclusively when played correctly and another possible 10 for the win and KDA of the player. Meaning a player who carries successfully can get +20 LP still while a player who carries but their team still loses will get +10 LP. Now when you look at something like brand support it can get the dmg spot but it opens up the heal and shield spot.
The point of the system would be to reward consistent play while shielding the players LP from soft inters. Basically making it if someone is going to troll they have to do it obviously in which case Riot can then implement a system where you can do player reviews with a high accuracy on reports or change our current report system in a different way to detect hard inting.
Notes: It doesnt need to follow this +5 LP to -5LP system you could have it range to the top 3 only where 4th and 5th get -1LP each and instead the first 3 roles get +7LP, +5LP, +4LP.