So why hasn't riot considered reworking the ranked system? (Abit long)

HongChongDong··1 votes·535 views

Forget solo queue, forget Dynamic queue, forget reworking and balancing champions, why hasn't a total rework been considered for the ranked system?

With the increasing dependence on team effort the higher up the skill ladder you go it's obvious that it's just not right to wager someone elses time and hard earned LP points just because of the mistakes of others.

Is the game about cooperating as a team? Yes.

Should the game encourage teamplay as a necessary skill? Yes.

Should Elo gain and loss hinge on winning or losing a game? No.

Bronze - low plat are infact the solo carry type elos where if you're atleast at roughly high plat - low diamond respectively, but further beyond that is purely based on if you luck out with either a good enough allied team or an enemy team with a lower skill level or even some sort of issue such as an afk. Unless of course you're on a comparable level with a top tier challenger player which is unreasonably unrealistic to achieve.

Alot of people might argue if it's really such a problem but I believe it is. Sure the system will still work in placing players in respective elo's but at the same time is a primary source for all of that toxicity and hatred that league is known for. and that riot wants to "fix". Can you honestly say that there's anything that causes more toxicity than hatred people have for their teammates when they believe it's their fault for them losing and thus losing LP and MMR? Yes a majority of the time unless you're in high elo, it's unlikely that the entire blame can be put on someones teammate as it's likely simply due to the persons own ignorance of the game and why what happened, happened. By creating a ranked system that isn't reliant on teams winning for players to rank up it would eliminate the a large portion of the stress that this game causes for its members and overall just make the game more enjoyable.

To add alittle bit more weight behind the idea, take a look at all of the players who've left the game over the past year or so. Major personalities and even large amounts of normal players have left because the stress that stemmed from ranked, and in one way or another led them to outright hating the game, or even bringing them to become toxic people that riot so absolutely hates. Alot of players can relate to the fact that when they started playing they had so much love for the game and were all possibly (I know that some of you weren't nice people to begin with) very nice people, but ranked play slowly turned them into the sort of people who would come to very easily hate the people on their team and without hesitation start off on a massive uncalled for flame attack. I personally restrain myself as much as possible and don't flame people unless provoked but I used to be the sort of player who'd never even think of getting angry with his team nor dare say anything bad about them. You can guess what I'm like now after playing ranked for a year and a half and getting to plat.

An example of this is a friend who I've played with and talked to alot for about 7 months quit the game after playing all the way back from season 3 because ranked was just too stressful for him. Every now and then he'll play alittle because he honestly loves the game but despite his passion for ranked he just can't handle it.

Now this isn't to say changing the system would remove all of the issues in the game but it would eliminate a major factor that's the most common reason for toxicity and hatred of ones teammates which would overall make the game more enjoyable. It'd also open peoples eyes as if ranking up is no longer focused on what your team as a whole can do then players will have no one to blame but themselves, thus potentially driving players to actually improve rather than stagnate with the "It's all my teammates fault and I've done nothing wrong" mentality.

My personal suggestion is to switch to a system that rewards players individually in a game and gives bonuses for wins and losses which has been suggested before.

My idea consisted of roughly the same or similar system to the horror game "Dead by Daylight", though much more fleshed out and advanced.

The system rewards players with points for performing actions that fall within different categories.

Examples: When playing the killer you're rewarded points in the brutality category for things like hitting survivors and breaking boards. Another category is the deviousness which rewards the killer for successfully using their special abilities in what ever way they're meant to be used.

When you gain enough points in total from various categories you gain a "PiP". To rank up you need to acquire a certain number of PiPs that increase with level. If you fail to get a PiP then you either lose a PiP from the current amount that you have, or if you have no PiPs then you derank.

"If things are individually point based then people can abuse the system to rank up easily"

If riot actually did this then the system would likely be very fleshed out and, most importantly, the methods to which you gain the points would most likely be hidden as the system by nature would be similar to the grading system that's currently out for mastery points.

And secondly, the system would still even out players. Rising in rank doesn't actually improve your skill, you'll still encounter increasing skill levels as you rank up which means the moment you hit players that are beyond your skill level, you drop.

Unfortunately that's about all I have to say on the subject for now but let me know what you think in the comments (if you even want to comment) and thank you for reading regardless of whether or not you agree or disagree.

5 Comments

RAT IN GAME UwU 1 votes

they need to stop placing brand new players in silver 3, the top like 35% of players are not brand new players and they shouldn't have to fight 4v5s repeatedly because of Riot's poor decision making

HongChongDong1 votes

{quoted}

they need to stop placing brand new players in silver 3, the top like 35% of players are not brand new players and they shouldn't have to fight 4v5s repeatedly because of Riot's poor decision making

In that particular case I can't say I have a solution for besides waiting for the player to drop into bronze through repeated losses.

RAT IN GAME UwU 1 votes

{quoted}

In that particular case I can't say I have a solution for besides waiting for the player to drop into bronze through repeated losses.

yeah so...why not just place new players lower to start, requiring at least 5 wins to hit s5, and then rapidly increasing difficulty to place them between s5 and p5 after the first 5, or make it 15, just anything is better than constantly having to adc with some guy's girlfriend on soraka support.

Dukues1 votes

Should Elo gain and loss hinge on winning or losing a game? No.

Lol then what the hell is the point in even playing?

"friend loves the game but can't handle ranked" ok so then don't play ranked?

Winning and losing have to be important or it changes the dynamic of the game. If no one cared if they win or lose because "I get participation lp points" then wtf the point in trying to win? I get the shitty feeling when you play well and your team loses, but there are also games where you play poorly and your team carries you to victory.

HongChongDong1 votes

{quoted}

Lol then what the hell is the point in even playing?

"friend loves the game but can't handle ranked" ok so then don't play ranked?

Winning and losing have to be important or it changes the dynamic of the game. If no one cared if they win or lose because "I get participation lp points" then wtf the point in trying to win? I get the shitty feeling when you play well and your team loses, but there are also games where you play poorly and your team carries you to victory.

Ok so that part was poorly worded. But the point still stands that a players ranking should not be affected by RNG of matchmaking. Also, "but there are also games where you play poorly and your team carries you to victory." Since when is it actually considered to be a good thing that you can gain LP from your team winning and you failing? We both know that's not how that should work.

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