A grade report

ImaZohan··2 votes·457 views

So I'm pretty curious as to why, for example this one game I just played. I'm the support I go 18/8/14 & am up to par with cs with the other teammates but I only get an A+? It just leaves me wondering why I only got an A+ and not an S for carrying as a support. Would it be a good idea to implement something that gives tips or reasons for the grade we got and what we can change to maybe improve it? Just a curious summoner.

3 Comments

sheldonbunny1 votes

Remember you're a support. Your wards are woefully low. Get sightstone and switch trinket to sweeper. Supporting means vision control over the map, not just being a second mid.

Avienal1 votes

{quoted}

Remember you're a support. Your wards are woefully low. Get sightstone and switch trinket to sweeper. Supporting means vision control over the map, not just being a second mid.

Have to admit that ImaZohan's questioning is kind of correct for this matter, League of Legends has not much in terms of answering the following questions:

-What is Champion A sitting at on the 'average score' that determines the 'necessary score' to reach S rank?

-Due to a particular champion average, would Champion A receive more points compared to others, such as Champion B, thru the same exact action such as placing many wards?

-Why is their no post-game tip system to help point out elements based on what role that Champion A was assigned to, that could of been improved on such as maybe: "Champion A on average normally dies X many times in this Position, you have died several more times then X."

-Would it not be a better idea for Riot to allow said averages be visible to inspire people to play champions who are used less often because they have lower averages and as a result: Are much easier to obtain S ranks with said champion compared to the meta pick ones?

-Is the S rank min requirement set too high really (lets say for example it requires you to be in the top 10% average to S rank with that champion in a particular role that you are using them with)? Would it not be better to fine tune them to a lower average such as making it required to have say a A rank(for a chest unlock or the points granted by a current S rank) while playing much better will earn a S rank that gives a much better quality (such as a increased key drop chance and more mastery score then the current S rank provides?)

Riot could easily make the game alot more fun and maybe even wipe away alot of toxicity if people had something else to focus on such as improving their skills in gameplay and less on just auto picking the most free'lo based champions, especially if proper incentive was made to play less meta and more variety.

[slayer-jinx-unamused]

sheldonbunny1 votes

{quoted}

Have to admit that ImaZohan's questioning is kind of correct for this matter, League of Legends has not much in terms of answering the following questions:

-What is Champion A sitting at on the 'average score' that determines the 'necessary score' to reach S rank?

-Due to a particular champion average, would Champion A receive more points compared to others, such as Champion B, thru the same exact action such as placing many wards?

-Why is their no post-game tip system to help point out elements based on what role that Champion A was assigned to, that could of been improved on such as maybe: "Champion A on average normally dies X many times in this Position, you have died several more times then X."

-Would it not be a better idea for Riot to allow said averages be visible to inspire people to play champions who are used less often because they have lower averages and as a result: Are much easier to obtain S ranks with said champion compared to the meta pick ones?

-Is the S rank min requirement set too high really (lets say for example it requires you to be in the top 10% average to S rank with that champion in a particular role that you are using them with)? Would it not be better to fine tune them to a lower average such as making it required to have say a A rank(for a chest unlock or the points granted by a current S rank) while playing much better will earn a S rank that gives a much better quality (such as a increased key drop chance and more mastery score then the current S rank provides?)

Riot could easily make the game alot more fun and maybe even wipe away alot of toxicity if people had something else to focus on such as improving their skills in gameplay and less on just auto picking the most free'lo based champions, especially if proper incentive was made to play less meta and more variety.

[slayer-jinx-unamused]

Except this has been going on for over a season now and rough outlines have been figured out. The wards are the obvious problem here when in a 40 minutes game they couldn't even make it to half that many wards.

You are asking good questions. I think we all can agree that rough guidelines would be appreciated, but we don't need it broken down severely either. Overall it's based on the following criteria: KDA, cs, and wards. Anything beyond those three have been guessed upon for over a year but we have nothing conclusive.

For a support you want to be warding as close to a ward per minute as you can get. In a 40 minute game at least 25-30+ wards should have been placed. CS can be as low as 20+ on many supports and be adequate. As for KDA, you want low deaths and 65% kill participation.

Low elo supports typically fall into the trap of forgetting about vision. If OP wants to know where to work on, it's there.

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