League Elo Ideas

Detective Dark··1 votes·834 views

So I am your traditional league of legends player. I play ranked every so often and I am trying to climb, but I always feel like my team holds me back. I main Nasus and I try to carry them a lot of the games that I play in. I don't necessarily want to blame my teammates but they sometimes really don't know what they are doing, or they give up when we could win if they listen to plans.

In my opinion I think there may be a way to fix this frustrating problem in league where your teammates don't help at all or are just not that helpful and troll. And this does not involve flaming or making them feel bad about how they play. The way that I see it is that players are mad because legit "bad" players stop them from climbing when they clearly are better than what they deserve in their Elo.

So I think Riot should implement a system into ranked where your LP is not contingent on your team, instead it is variable. Such as now becoming a combination of your MMR, your current rank, your last season's rank, and lastly how well you as an individual player did. I know this is a team game, but let's be real, most people who win ranked just got carried by one teammate or didn't troll quite hard enough lol.

I am in Silver 2 and I am trying to get to Gold, I sometimes play with gold's actually in my ranked match and I have to say the Bronze teammates are better most of the time compared to them. Because they have ridiculously low win rates and have clearly been getting carried, they practically feed in all my games. To fix this I think for sure the LP gains can be largely determined by how much you contributed to your team, similar to how you get your mastery. If you did the best on your team and clearly had the highest dmg and contributed the most in terms of objective control and team fights, then you should be awarded a significant LP gain compared to them. Because you quite honestly did better than them during that specific match.

This difference in LP gains by about maybe 10 LP? (let me know what you think) would be enough so that you can climb much more easily if you are putting in the effort and are carrying your team consistently. However, some games are truly un-carryable sometimes, whether due to an enemy getting an early triple kill or one of your teammates afking in base. To remedy this as well, you can give the person who did the best on the losing team less LP lost as well. So that he suffers much less for things he cannot control while still doing his best and trying to win. This will also lead to less trolling since you know you have a lot more to lose compared to your other teammates who are actually trying to win.

Also the person carrying won't get as toxic because he knows, he won't lose too much LP for a loss he doesn't deserve. The LP gains can also vary as you go down the list of who was most useful, so second best player gets the second most LP gains and so on. Let me know what you guys think?

2 Comments

TheUrbanKitsune1 votes

"To fix this I think for sure the LP gains can be largely determined by how much you contributed to your team, similar to how you get your mastery."

Terrible idea, tbh. Too easily abused. It's near impossible to gauge the usefulness of a player in any isolated game on stats alone because KDA players exist. It just sounds like it would fuck over supports or team players and encourage KDA players if anything. If someone engages a teamfight knowing that they'll die but sets up an opportunity for their team to win that fight with their death they should be considered very useful, dying is a part of League and sometimes it's worth the trade. But an automated system can't easily pick up on things like that.

If Riot developed a proper system to impliment something like this I'd be all for it. It would save me A TON of LP. But no way in hell would it be ok to use something like the mastery/letter-grade scoring system for this,

Detective Dark1 votes

I understand the points that you brought up, however, I never mentioned KDA and for good reason. I already realize that this would be heavily centered towards KDA players if it worked just as you said, but this is not what I am saying. For example, supports are not KDA players and they still get quite high masteries if they contribute enough to the team. Likewise, I specifically said that objective control should be a big factor which is what the game is ultimately about, breaking the nexus. It is true as well though that it could not easily detect a player who sacrifices himself for his team but perhaps there can be another system implemented into it similar to the honor system where your team can also vote for who they thought was most useful. This would help the system decide if someone who has been feeding and sacrificing himself for his team was actually carrying in terms of team-fights.

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