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Let LP gain/loss be affected by your perforamance in-game

PedobearTheBeast··3 votes·1,583 views

I feel like one frustrating thing which can happen in Solo Queue, is either getting absolutely stomped because of having one horrible player, or even a horrible bot lane. and losing a ton of LP, or absolutely carrying your team and getting like 16 LP, despite being the MVP.

I think a somewhat healthy change for Solo queue climbing, would be calculating an LP increase or decrease based on how well you performed on your champ. Taking K/D/A, Objectives, CS, vision contribution (might want to adjust this when buying a ward item) and maybe a few other stats which would reflect skill, into account. It could work similarly to the Mastery ranks you get at the end of a game, with S+ ranks being highest, going down to D-.

For example, if someone plays Aatrox Top, stomps the lane, pushes all the towers and helps secure Rift Herald and has a vision score of 30, but still loses the game, because the enemy team outscaled him or whatever, he'd lose only 7 LP. Alternatively, if he won, he could maybe get 30 LP.

Regardless if:

  • You win and played well
  • You win but played bad
  • You lost and played well
  • You lost and played bad

There would always be** a cap to the minimum/maximum LP you could gain/lose. ** Additionally, even if you played bad, but your team won you would still get a Positive amount of LP. That's only natural. Sames goes for playing like a god and still losing, no matter what you'd still lose LP.

I understand that at it's core, Leauge of Legends is a team game, and to secure a win, unless your a fed Vayne or Master Yi, you need a team to win. However I shouldn't be penalized too severely for something which is out of my control like a feeding teammate, nor should I get absolutely carried by a 200IQ player and still get a good chunk of LP. I feel gains and losses should be relative to player performance and a system in Solo Queue should reflect that.

11 Comments

Kanzler5 votes

How many time does this dumb idea need to be shot down before you people get it?

PedobearTheBeast1 votes

Despite my post being downvoted, I think this concept as whole won't die down, because as it currently stands, Solo Queue doesn't take personal performance into consideration, which makes games feel somewhat less like a Solo Queue experience.

Sure we're a team, and if one person loses, we all lose, so if you want to evaluate players on team performance as well, sure go ahead it's a MOBA.

I may feel alone in this, but doesn't it sometimes feel like the game doesn't really measure your skill at all? If you play your lane effectively, but Bot lane fed their lane, because of a gradual cs difference and the enemy having more lane pressure, don't you also feel helpless at times?

If you want to stop the enemy who has become increasingly more powerful through the course of the game, you need to win your lane and snowball and hopefully have teammates do about as well as you.

But if I need to snowball on my own or 2v8 my games, why wouldn't I be evaluated on my own performance?

Kanzler3 votes

You're right. If you consider that about 50% of people are below average intelligence, it's unsurprising to see bad ideas crop up frequently.

This is a team game. As you point out, you win and lose as a team. How often do you see ff@15 after a single kill? Now imagine those players seeing 1 kill and then decide that the game is not worth playing anymore. All they will do is play to preserve their kda instead of trying to make a comeback.

What about that argument do you not get? It would make the game an awful environment.

ZephyrDrake1 votes

{quoted}

Despite my post being downvoted, I think this concept as whole won't die down, because as it currently stands, Solo Queue doesn't take personal performance into consideration, which makes games feel somewhat less like a Solo Queue experience.

Sure we're a team, and if one person loses, we all lose, so if you want to evaluate players on team performance as well, sure go ahead it's a MOBA.

I may feel alone in this, but doesn't it sometimes feel like the game doesn't really measure your skill at all? If you play your lane effectively, but Bot lane fed their lane, because of a gradual cs difference and the enemy having more lane pressure, don't you also feel helpless at times?

If you want to stop the enemy who has become increasingly more powerful through the course of the game, you need to win your lane and snowball and hopefully have teammates do about as well as you.

But if I need to snowball on my own or 2v8 my games, why wouldn't I be evaluated on my own performance?

when will people like you understand that stats mean nothing. The dude who is 0/9/0 that is constantly getting 3 people of the enemy team to come towards him is way more impactful than the guy who is 15/0/0 who just comes at the end of teamfights and last hit enemies. The tank/support who makes perfect iniations on the critical members of the enemy is more impactful than the guy who literally just gets kills after everyone protects them and does everything for them. Stats mean absolutely nothing. Playing for stats is the easiest thing in the world to do. It's not hard, it's not difficult and says nothing at all of importance.

PedobearTheBeast1 votes

K/D/A isn't the only aspect. Vision Score, Wards Placed, Wards Destroyed, Tower Damage, Towers Taken, Objectives Taken, Damage Dealt to Objectives, Damage dealt to Champions Damage Healed/Shielded/Mitigated, Damage Taken, Gold Earned. Just didn't list them all, because

I'm not the smartest person, but I'm not completely stupid. If KDA was the only importance, the game would just be kill farming over and over again. Hell, KDA doesn't even have to be there as long as there are numerous other factors assessing my individual play and giving me LP to reflect that, to some extent.

That's why KDA wasn't the only factor listed above. :/ It was so supports and Tanks like Maokai, Thresh, Alistar and Malphite can feel like they're good shot-calling and/or peeling actually means something, besides the one honor they get, because the team thought the Kai'sa spamming AA was what won.

And, to be honest, I'm not sure how it's like on NA servers so I won't judge that, but on EUW, it takes a bit longer than First Blood for the game to be decided or for most of my teammates to give much input. Most people I see only start considering an FF once the first team fight is lost, or if the bot lane starts dominating.

ZephyrDrake1 votes

{quoted}

K/D/A isn't the only aspect. Vision Score, Wards Placed, Wards Destroyed, Tower Damage, Towers Taken, Objectives Taken, Damage Dealt to Objectives, Damage dealt to Champions Damage Healed/Shielded/Mitigated, Damage Taken, Gold Earned. Just didn't list them all, because

I'm not the smartest person, but I'm not completely stupid. If KDA was the only importance, the game would just be kill farming over and over again. Hell, KDA doesn't even have to be there as long as there are numerous other factors assessing my individual play and giving me LP to reflect that, to some extent.

That's why KDA wasn't the only factor listed above. :/ It was so supports and Tanks like Maokai, Thresh, Alistar and Malphite can feel like they're good shot-calling and/or peeling actually means something, besides the one honor they get, because the team thought the Kai'sa spamming AA was what won.

And, to be honest, I'm not sure how it's like on NA servers so I won't judge that, but on EUW, it takes a bit longer than First Blood for the game to be decided or for most of my teammates to give much input. Most people I see only start considering an FF once the first team fight is lost, or if the bot lane starts dominating.

ok... once again since you literally only look at the KDA I mentioned and nothing else... PLAYING FOR STATS IS THE EASIEST THING IN THE WORLD TO DO! you can buy a control ward early on put it in the brush that is just outside of your base and watch your vision score increase. You can literally every time you pass through dragon/baron/herald throw a couple spells at them to increase objective damage. You can blow your entire mana and CDs every single time the enemy is near and increase your damage dealt to champions that way. Stats are 100% meaningless. You can say whatever you want to defend them and it won't change the fact that you can pad out stats like nothing. No matter what stats you want to bring out the mean NOTHING! You can be the strongest and best player in a team but if you lost? you were not good enough. This is a TEAM game not a "I did better than my team therefore I should not be punished!" game. All you are doing is making it so that the instant anyone feels the game is lost they will completely abandon everything and pad out their stats in the vain attempt to lower their LP loss instead of actually attempting a comeback. It'll make winning teams also pad out their stats and drag games out just so that they can earn more LP. There is literally ZERO stat that is meaningful. You can be completely and absolutely destroyed in the early to mid game and still come and do the game winning play. Your stats would be atrocious but you were the reason you won that game... now you get punished because you didn't do great early. Then you have people who get camped constantly welp… now they get punished for being camped. "personal performance" is so insanely subjective, situational and straight up unreliable for it to be used in any capacity in this game. How you do in a losing matchup vs a winning matchup? guess what? your stats are going to be worst in one of those, unless you are so vastly superior to the enemy. I'll say it again, playing for stats is not difficult, it's not hard, it's completely meaningless and it's insanely easy to manipulate. It doesn't matter what sort of stats you want to use. Or are you telling me that the dude that is hitting a tier 1 turret instead of defending the nexus should lose less LP? or the dude who just rather farm? or the guy who is wasting wards? or the dude who is using all of it's mana/CD/whatever? they should lose less LP than the guys who are playing smart? defending objectives? and sacrificing themselves so that important members of their team live?

DuskDaUmbreon4 votes

tl;dr of the past 50 times this was asked:

Performance is incredibly situational and this would only encourage stat padding over actually winning.

haaaaaaalp3 votes

That will just make soloqueue an even bigger shitshow. Longterm winloss will always outperform ingame stats in terms of how much a player contributes to their team winning.

Wins and losses aren't used because riot wants to overemphasize teamplay, it is used because it is simply the best measure of a player's individual skill in the long term.

The Highest Noon1 votes

-We should get performance-based rewards after we get performance-based matchmaking.

5050BS1 votes

Riot would have to look at HOW you played. Your score would be about Objectives, Assisting Allies, Warding, Lane Pressure, Useful Deaths.

Not just KDA and CS

Riot COULD have this if they build a robust AI to look at all the data but that would be very costly and time consuming so they wont.

hrooza dota 1 votes

where is the bonus lp for a neeko who did 5 man ultimates but died after to secure a team fight win?

where is the bonus lp for the mid laner who get 4 man ganked all game but managed to hold his own and not feed hard to give enough room for the rest of team?

what about that nasus who had ez 20/0 kda as a jungler because of no invade while his laners are suffering only to prefer stacking his Q on raptors over taking dragons?

what about hard matchup that players managed to endure or easy match ups that players did not push their lead hard at all?

kda and cs padding for the S to get a chest already exist and it discourage good but risky plays (like trying to steal baron/dragon)

heck even if you take objective damage into account somebody i had in ranked got an early lead because of jungler and he choose to split push, now split pushing is a good strategy but sometimes when the enemy is hitting your nexus you might want to ignore that tier 2 tower top [sg-lulu]

btw all of that happened to me in normals/ranked and frankly the score system did not give a fuck about all that and give S to those who did bad plays and B to those who did good plays.

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