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

PedobearTheBeast·5/11/2019, 2:10:04 PM·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

Kanzler5/11/2019, 2:31:58 PM5 votes

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

DuskDaUmbreon5/11/2019, 2:43:00 PM4 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.

haaaaaaalp5/11/2019, 2:59:08 PM3 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 Noon5/11/2019, 2:13:52 PM1 votes

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

5050BS5/11/2019, 11:14:49 PM1 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 5/12/2019, 12:28:07 PM1 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.