System should ponderate LP win/lost based on personal performance.

Jlesaistu·1/22/2015, 4:22:45 AM·4 votes·644 views

pretty simple....just make the system take intro acount a variety of critera to acheive some kind of performance score for the match, and ajust LP win/lost accordingly.

exemple, system could take intro account:

  • K+A/d
  • kill /assist contribution (how many kill/assist you have comnared to the team total)
  • death contribution
  • damage to champion / contribution
  • damage to structure / contribution
  • cc landed/time
  • cs
  • ward placed / contribution
  • damage taken /contribution
  • heal /shied to allies
  • etc.

IMO, to not disaventage suport player...game should give more important to assist than kill...ward placed and other important suport factor. BECAUSE YES! suport can be the most importent factor for a win and deserve to get good/bets score if they did well...but as a GOOD suport get no kill, often more death than rest of team...have to rely heavily on ward, assist, healing/shield and other factor to determine sut how well they did their job.

and once you get personal score, just make better player win more lp for a win, lose less for a lost. and worst player lose more for a lost and win less for a win.

why?

Because one of the problem in ranked matchamking IMO is the huge disperacy ot skill in the same league/division. there is some player who are in the right place. But you also get a lot of player who constantly play better than average but have a hard time claiming because sometime this is hard to jsut carry feeder EVERY game (not to mention lto of lost due to dc/leaver). just as you get poeple who are constantly under average but GET CARRIED any2way so the dotn fall like they should normally.

having such a system would encourage you climbing up faster if you play well...even if you still lose due to 0-16 adc, at least you should normally win more LP than lose if you are consistent in good score despire having a ahrd tiem breaking 50% win ratio. and vise versa for thsoe who alway feed and get carreid, they might stay close 50% win ratio but WILL fall of faster if they keep feeding.

and if you are jsut average...well...should nto change much.

10 Comments

SmokingPuffin1/22/2015, 4:25:11 AM2 votes

Rewarding players for performance on metrics results in them skewing their play towards performing well on the metrics.

Nox Fleuret1/22/2015, 4:44:37 AM2 votes

[deleted]

Yulen Xoshxius1/22/2015, 4:39:01 AM1 votes

I prefer it is this way, although maybe scale the rewards not only by time and win/loss, but by ENTIRE team damage/kills/etc. If we do it individually it is likely ot make people play more erraticly to try and get more IP and perhaps even throw the game in a gutsy ploy.

UberAffe1/22/2015, 4:56:15 AM1 votes

I like this assuming the difference it makes is maxed at around 3-4 Lp.

Live2LetDie1/22/2015, 5:04:58 AM1 votes

Completely wrong way to go about it. Examples, your a mid laner with 20/3 kda, but wait you never group and never help with the objectives you only go for picks, you can easily lose game. Ex:2, your Nasus and get destroyed early so your 1/7 but come late game you split push to victory, but you only got 3-5 towers and an inhib... They can't scew your op based on team objectives. Ex:3 your adc and you destroy bot but want to split push while your teamed just got destroyed mid, you think you can out push a 5 man push mid. You lose game for your team with a 23/3 kda...

This is a team based game and only lower elo people complain about how their teammates are they reason they lose and they are better than bronze..etc... If other players can carry themselves out there is no excuse.