Thoughts On The Current Ranked System & Some Suggested Changes

Best Ekko NA··3 votes·3,048 views

The ranked system has been designed so that MMR means more than your Rank. At the end of the day however, your Rank is what players see and how you are rewarded at the end of the season. So let me ask, why does MMR change more frequently than your actual Rank? As long as League has used the current format, instead of the ladder, there have been "mixtures" of players blended in from other ranks in matches. I'm not sure if it's an attempt to save matchmaking time, or if there are simply not enough players (which I highly doubt the latter), but either way it is degrading the integrity of the entire system.

There are a lot of changes that I would really like to see in the Ranked system, including these:

  • Show the real MMR of a player on their profile.
  • Show what MMR is equivalent to each Tier.
  • If a player's MMR falls inside a Tier, they ARE that Tier or Division immediately.
  • Players inside a Tier can be only be matched with other players within that Tier (i.e. Iron vs Iron ONLY, Silver vs Silver ONLY, etc).

The current system is meaningless for a variety of reasons. One such reason would be that some players are often matched against players way higher Rank than themselves because the other player's MMR dropped from a few losses. Another reason would be win-streaks. Then starting this season, there's an even worse aftermath where some players are forced to start at the very bottom rank despite having an MMR that's incredibly higher than their current rank.

Essentially if someone affected by the changes this season has to play against players much higher rank than they are, why are they not that rank already? What sense does it make to force someone to climb from their peak MMR, while they are forced down to the bottom of the ladder? When you are at your highest rank you could achieve, that usually means you can't win anymore at that MMR consistently, and now Riot is demoting players and forcing them to climb from said MMR (by making many players start at Iron IV).

Ranked was already a mess without the new Tiers added in, now for many players it's even worse. It would be nice to just overhaul the entire system and work on making it more out in the open, easier to understand, and more representative of what your rank actually should be based on your current MMR.

8 Comments

haaaaaaalp1 votes

We had that under the old elo system and we saw the exact same problems. Players would get matched against higher ranked players who was coming off of a lost streak and had their elo dip down into lower ranks.

On top of that, we saw more problems due to the nature of an elo based ladder. As time went on, the tails of the ladder (i.e. very high and very low) ends started to move farther and farther apart. This meant that after a while, the numeric difference between the starting elo (1200) and the cutoff for upper ranks became so large that it would take new players forever to grind and catch up. In order to partially offset this grind, riot needed to artificially pull in the tails via yearly soft resets.

These soft resets, however, came with their own set of drawbacks as we could no longer say x elo represented y rank because the cutoffs would have to change over the course of a season to make up for the ladder naturally drifting farther apart. A top 15% player, for example could get dropped to lower brackets if they were busy and missed the last 2 months of the season simply because they couldn't keep up with the expanding ladder.

Best Ekko NA1 votes

{quoted}

We had that under the old elo system and we saw the exact same problems. Players would get matched against higher ranked players who was coming off of a lost streak and had their elo dip down into lower ranks.

On top of that, we saw more problems due to the nature of an elo based ladder. As time went on, the tails of the ladder (i.e. very high and very low) ends started to move farther and farther apart. This meant that after a while, the numeric difference between the starting elo (1200) and the cutoff for upper ranks became so large that it would take new players forever to grind and catch up. In order to partially offset this grind, riot needed to artificially pull in the tails via yearly soft resets.

These soft resets, however, came with their own set of drawbacks as we could no longer say x elo represented y rank because the cutoffs would have to change over the course of a season to make up for the ladder naturally drifting farther apart. A top 15% player, for example could get dropped to lower brackets if they were busy and missed the last 2 months of the season simply because they couldn't keep up with the expanding ladder.

Well, I don't want the old ladder system back. The Tiers should stay, but there should be black and white lines based on MMR and not LP. Both of those are meant to measure your skill level (both adjust as you win or lose), and only one of them is necessary. Basically if the matchmaking MMR decides you belong at Platinum 4 and let's say that your MMR is 1800, if you win your MMR should increase to 1821 (or whatever amount you'd normally gain for winning). When your MMR climbs enough to reach the next Division or Tier (let's say Platinum III is 1880), then after you reach that mark you are now in that Division or Tier.

The idea behind Promotions and preventing players from demoting is flawed and shouldn't be a thing. If you aren't playing well enough to be a Diamond IV player, then you don't deserve to be a Diamond IV player. You shouldn't be allowed to lose 50 matches before you finally demote down to Platinum I again. Then there's also the opposite, where let's say you're Gold IV but have consistently been winning since Iron IV, you also shouldn't be getting matched against Platinum and Diamond players but sitting at a Gold rank. All of that is pointless non-sense.

If your MMR is spiking, then your rank should also be spiking. The system shouldn't be forcing players to play large quantities of matches before their Rank catches up with their MMR.

haaaaaaalp1 votes

[{quoted}](name=Rainbow Slayer,realm=NA,application-id=3ErqAdtq,discussion-id=U6y0uuHR,comment-id=00000000,timestamp=2019-01-13T10:20:28.226+0000)

Well, I don't want the old ladder system back. The Tiers should stay, but there should be black and white lines based on MMR and not LP. Both of those are meant to measure your skill level (both adjust as you win or lose), and only one of them is necessary. Basically if the matchmaking MMR decides you belong at Platinum 4 and let's say that your MMR is 1800, if you win your MMR should increase to 1821 (or whatever amount you'd normally gain for winning). When your MMR climbs enough to reach the next Division or Tier (let's say Platinum III is 1880), then after you reach that mark you are now in that Division or Tier.

The idea behind Promotions and preventing players from demoting is flawed and shouldn't be a thing. If you aren't playing well enough to be a Diamond IV player, then you don't deserve to be a Diamond IV player. You shouldn't be allowed to lose 50 matches before you finally demote down to Platinum I again. Then there's also the opposite, where let's say you're Gold IV but have consistently been winning since Iron IV, you also shouldn't be getting matched against Platinum and Diamond players but sitting at a Gold rank. All of that is pointless non-sense.

If your MMR is spiking, then your rank should also be spiking. The system shouldn't be forcing players to play large quantities of matches before their Rank catches up with their MMR.

The model you are describing is exactly the old model and comes with the pitfalls of the old model. Every model comes with a ton of flaws because there is simply no way of measuring solo skill in a 5v5 game without a ton of sample size. The old model required more games than people were willing to play.

Best Ekko NA1 votes

{quoted}

The model you are describing is exactly the old model and comes with the pitfalls of the old model. Every model comes with a ton of flaws because there is simply no way of measuring solo skill in a 5v5 game without a ton of sample size. The old model required more games than people were willing to play.

The old "ladder" did not have any Tiers. It felt highly unrewarding because it looked as though you were just one number in thousands and reaching the top felt nearly impossible. The players who were at the top, almost always stayed at the top for the first few seasons. I remember that ladder because it still existed when I started playing this game in Season 2. It was not similar to what we have now, nor is it similar to what I'm suggesting.

Here is the exact ladder, in case you would like to see it.

http://ff.gg/ranking/archive/ladder/na/1

Notice, there are no Tiers.

Here is the exact quote from the website (no longer available) as to why they even went to the new "Tier System" that we have now.

We decided to move to the new league system for a few reasons. For starters, having a single ladder with all ranked players doesn't provide a lot of incentive for advancement. When you’re ranked 290,000 and have 289,999 opponents left to pass on the way up, that process can seem meaningless and interminable. Tiers and divisions also provide milestones and manageable goals you can strive to achieve at your skill level. Through leagues we can move away from focusing on a single number as the core indicator of a player’s skill, and instead move toward something more compelling: competition on a small ladder with a relatable number of opponents.

http://leagueoflegends.wikia.com/wiki/League_system

Moving away from LP and using MMR while still having Tiers, does not detract from that stated purpose at all, and it's much healthier.

haaaaaaalp1 votes

[{quoted}](name=Rainbow Slayer,realm=NA,application-id=3ErqAdtq,discussion-id=U6y0uuHR,comment-id=0000000000000000,timestamp=2019-01-13T13:10:48.369+0000)

The old "ladder" did not have any Tiers. It felt highly unrewarding because it looked as though you were just one number in thousands and reaching the top felt nearly impossible. The players who were at the top, almost always stayed at the top for the first few seasons. I remember that ladder because it still existed when I started playing this game in Season 2. It was not similar to what we have now, nor is it similar to what I'm suggesting.

Here is the exact ladder, in case you would like to see it.

http://ff.gg/ranking/archive/ladder/na/1

Notice, there are no Tiers.

Here is the exact quote from the website (no longer available) as to why they even went to the new "Tier System" that we have now.

http://leagueoflegends.wikia.com/wiki/League_system

Moving away from LP and using MMR while still having Tiers, does not detract from that stated purpose at all, and it's much healthier.

Whether or not there are tiers really isn't relevant and doesn't solve any of the problems of the old model. The old model felt unrewarding because as the outside portions of the ladder moved apart as I outlined earlier, it took longer and longer to catch up with those players. Adding tiers doesn't change this.

Cats Are Food1 votes

The fun part is this:

At current I am setting the MMR of an alt for ranked for S9. This alt only ever played ARAM for a couple years. Its currently in matches with Gold (only about 25 ranked games played total.).

Now then. Gold team, Gold enemy team.... rank? Iron 1.

What happens every 3rd game or so? Due to the tier requirements, it gets tossed in to bronze games, and I get to carry a 1v9 or lose. Granted the LP loss is marginal (3-4LP lost), the question remains:

Why am I playing with Gold - 4 out of 5 games, but the 5th is with Unranked or Bronze, merely due to the fact it put me in Iron 4 after placements?

Therefore:

  1. Why is the account not simply Gold? It would solve the problem.

  2. Why not just make it play with Iron and Bronze? That's the tier it claims it should be.

Exin01 votes

[{quoted}](name=Cats Are Food,realm=NA,application-id=3ErqAdtq,discussion-id=U6y0uuHR,comment-id=0001,timestamp=2019-01-13T14:34:49.150+0000)

The fun part is this:

At current I am setting the MMR of an alt for ranked for S9. This alt only ever played ARAM for a couple years. Its currently in matches with Gold (only about 25 ranked games played total.).

Now then. Gold team, Gold enemy team.... rank? Iron 1.

What happens every 3rd game or so? Due to the tier requirements, it gets tossed in to bronze games, and I get to carry a 1v9 or lose. Granted the LP loss is marginal (3-4LP lost), the question remains:

Why am I playing with Gold - 4 out of 5 games, but the 5th is with Unranked or Bronze, merely due to the fact it put me in Iron 4 after placements?

Therefore:

  1. Why is the account not simply Gold? It would solve the problem.

  2. Why not just make it play with Iron and Bronze? That's the tier it claims it should be.

This is my only problem in normals, too extreme gaps between players. Rank is not put into consideration so system go only by averaging mmr (probably) but if you check its practicaly always all over the playe you got players from all ranks with wildy different mmr and enemy team too and on of top of that one team is underdog by hundrets of points, maybe riot have different mmr numbers but it still doesent make sense. Yes i know boosting is a thing but still rank is something showing how good you are and mmr now just show how many win or loose streaks you have, silvers should never put with or against plat+ etc.

Cdore1 votes

Here's a hard truth most of the solo queue fanbase do not know: solo queue ranked exists both as an achievement ladder and a novelty. Riot designs a lot of their business decisions around that ladder, including monetary and designs. In fact, the positional ranked coming exists only to increase this so players have to keep playing to achieve a standard. Always look where the money is.

It shows most when you notice that Riot officials post mostly on reddit these days. They don't even visit here. I remember a time when Red posts were very common.

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