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