The Champion Mastery Rating System is Broken... Here is Proof
This match I was
I won but yet got a C+: Watching a replay will show that this is completely unfounded. It was my focused stuns on an ulting
; use of lens to detect
, and overall well timed engages/towerdives/Crowd controlling, combined with the DPS of a fed Annie/Voli that carried this match. There is NO way that my carry performance is only C+.
I have had far worse performances then this match and yet got higher rankings(A). This match is indeed proof that Champion Mastery is yet another useless Riot invention.
BTW IF you haven't watched this match yet your comments are without merit and are trolling.
From Further Discussion on this Thread:
"How would you fix it then?"
If stats are Gods because computers are Primitive and exist purely in a mathematical environment and thus Stats are unavoidable (everything in a computer is a "Stat") then at least use the "right" Stats (which some currently don't exist yet) in order to better approximate performance. In theory ever champion must be addressed differently: The rating system is "Champion Mastery" and not "Game/Role" Mastery. If you try to compress everything into one system you defeat the reason the system exists.
The following addresses the "Support/Tank" Role and like Champions (
) in order to explain my original post. Again the key here is that combat performance should be measured only as this is the true objective measure of skill in LoL. Stats such as "Warding" and the like are only relative to the enemy team; should be inherent of the entire team (and not only "the support" being punished therefore) and are not fundamental in classifying player skill (if enemy team has 0 wards you cannot kill any wards for example), and do not reflect the ability to use a given champion at all (all players should be warding).
- % of Spells Landed
- Average Number of Champions Hit with MultiShot Abilities
- (For champions with such abilities) #Champions Hit With Crowd Control
- % Of DMG Taken on Team
- % of Turret Damage Taken on Team
- Total Healing Done
- Total Shielding Done
- Gold Farm Per Minute (which is important but hard for many Supports)
- Assists in Dragon/BN + Bonus for "Steals" (enemy team started objective first)
- Assists in Turrets/Objectives
- Kills;Assists/Time in Combat or some formula that observes the relation between the time it takes to score a kill
- Total Combat Moves Versus Kills;Assists (a formula that would measure how much time is spent harassing only vs killing over a period of time; adjusted for champion... goal here is to measure effectiveness of combat vs chasing enemy through jungle all the time and scoring no kill)
- % of Crowd Control Moves vs Champions that Lead to a Kill/Assist (this could be adjusted to reflect extended teamfights).
- Total Stealthed Champions; Units Detected (in matches that are relevant to such)
- % of Stealth Detection that Lead to a Kill;Assist
I probably could list more if I spent the time and also could explain each one better... nonetheless the point is to measure how the player does with the champion and not random and arbitrary stats that do not affect the champion ability: This is "Champion Mastery" after all.
Would it take a long time to program specific metrics per champion in this game? Yes of course... that doesn't mean that RIOT should make "Half-Baked Attempts" to what appears to be a system to compete versus the soon to be launched Blizzard MOBA "Heroes of the Storm" . Alas if the game only uses general stats that are irrelevant to the champion in use (such as warding) then the game isn't measuring any mastery of a champion... and thus is another useless Riot Invention...
Indeed it is so...