The Champion Mastery Rating System is Broken... Here is Proof

TheGrandAlliance·5/20/2015, 3:47:31 AM·2 votes·1,960 views
League of Legends Match History

This match I was Leona 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 Zed; use of lens to detect MonkeyKing, 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 (Leona) 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).

  1. % of Spells Landed
  2. Average Number of Champions Hit with MultiShot Abilities
  3. (For champions with such abilities) #Champions Hit With Crowd Control
  4. % Of DMG Taken on Team
  5. % of Turret Damage Taken on Team
  6. Total Healing Done
  7. Total Shielding Done
  8. Gold Farm Per Minute (which is important but hard for many Supports)
  9. Assists in Dragon/BN + Bonus for "Steals" (enemy team started objective first)
  10. Assists in Turrets/Objectives
  11. Kills;Assists/Time in Combat or some formula that observes the relation between the time it takes to score a kill
  12. 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)
  13. % of Crowd Control Moves vs Champions that Lead to a Kill/Assist (this could be adjusted to reflect extended teamfights).
  14. Total Stealthed Champions; Units Detected (in matches that are relevant to such)
  15. % 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...

23 Comments

Deep Terror Nami5/20/2015, 4:02:53 AM2 votes

Most of your points come from winning. Imagine the guys who got an S+ but didn't win: Killing the Nexus is what matters.

I did notice though, that even having an Oracle's Lense, you never killed any wards, and you didn't buy a Pink Ward either. Your kill participation was less than half, and it took you an entire 9 minute after getting a SightStone to switch your yellow trinket for a sweeper.

You won and got way more points then a losing S+ gets, so be happy with that. Your stats were really poor, so idk why you're surprised at the grade.

Onegarion5/20/2015, 7:14:43 AM2 votes

While the system isn't perfect, the game you showed seems to line up with it. Not only did you die 8 times, but you had less then 50% kill participation. No wards killed. I'd say that even on a winning team you played poorly by the systems standards and should be happy you got the C+ because of the win.

Kouga5/20/2015, 9:37:44 AM2 votes

Again my point of the post is that this rating system only cares about stats and not about results.

Alright, let's take a different approach. How would YOU change the Mastery system then? You're upset that it looks at stats, such as kill participation, ward counts, etc (all stats that you lack), because you think that your "results" merit a higher score.

So how would you do it? Without someone watching every single replay of every game?

If you're gonna bitch about it and shoot down everyone where who is trying to explain why you got the grade you did, then I'd like to hear your idea of how to design:

  1. A grading system that can be applied to every role and Champion in each game
  2. Does NOT take numerical 'stats' into account
  3. And can address the "results" of players instead