It is time change solo q ranked q'ing lobby - remove MMR

Skinny Beans··2 votes·508 views

Riot finally made the distinction between ranked LCS and ranked solo Q with the addition of 10 bans to solo Q ranked. This in my opinion was a good first step in separating LCS format and solo Q format. LCS matches are a different animal and those Q'ing systems do not need to apply in solo Q and Riot make this perfectly clear.

Since everyone now gets a ban AND bans can be duplicated there is only 1 strategic reason to still have a lobby and that is counter picking. Personally counter picking does not need to exist if you are already banning your toughest laning matchup. Since it doesn't need to exist then the lobby is no longer needed.

My suggestion, is to change the Q system. Have players pick their role, champion, and ban outside of the lobby at the same time as we normally now pick our roles. The major and advantage to this is that riot can now use real data, instead of just MMR, when matchmaking teams since the champion being played is now chosen before the match is made. Things like KDA, winrate, mastery, warding, healing, shielding, etc can all be calculated to get closer match made games. The additional benefit to this system is that the algo that would match games could also make sure bans are unique.

Edit: I forgot to include the team comp option. You would also pick your ideal team comp selection when you pick your other selections.

For example, the process would look like this.

  1. select ranked
  2. choose role
  3. choose champion
  4. choose ban
  5. choose team comp ie 1 tank, 1 ap, 1 ad, 1 caster, 1 bruiser
  6. Start Q

Food for thought.

7 Comments

UnboundHades1 votes

so team builder but stupider????????

Skinny Beans1 votes

{quoted}

so team builder but stupider????????

Why is it stupider? because I want to use real data? not using real data imo is stupid.

UnboundHades1 votes

just think about how this would turn out with an actual game then understand how this wouldn't work at all

Starcraft243ver1 votes

Stupid as heck.

Teamcomposition and stuff matters.

Cocho1 votes

tldr

make queue times 1000 min for everyone

1 800 MID LANE1 votes

There are lots of reasons this won't work.

Riot's intent is first and foremost getting into the game in regards to queues, lobbies, and bans. This is why it took so long for 10 bans to come out. They had to first settle on a system that was quick, yet still got the job done. You already see hour-long queue times in Master+, so why make it longer?

Not everyone wants the same team comp you do. Mirror matchups suck, especially in ranked. There's a reason autofill exists. There's a reason secondary roles exist. If you included autofill and secondary roles, trading is a thing of the past, and OTPs would get into some shitty situations. What's a tank? What's a caster? What's a bruiser? If you get ahead and can just roflstomp everything instead of needing to tank stuff, are you suddenly obliged to build tank anyways? What if you get behind? Are you forced to build damage anyway? You literally stated the biggest reason this shouldn't happen in your own games; Counterpicks. Calculating all that crap to get an "optimal" game is experience-based and subject to opinion - What's "good enough" for one person probably isn't good enough for everyone else. You'll get people always wanting high ban-rate champs and suddenly those people wait significantly longer. If someone wants to play something I normally ban on my team, I probably won't ban it. This is impossible with this system. Spaghetti code.

Just more bloat behind the scenes and more things to go wrong. Intricate does not always mean better or smoother.

Skinny Beans1 votes

[{quoted}](name=1 800 MID LANE,realm=NA,application-id=3ErqAdtq,discussion-id=WaFqeUle,comment-id=0003,timestamp=2017-06-07T18:52:20.407+0000)

There are lots of reasons this won't work.

Riot's intent is first and foremost getting into the game in regards to queues, lobbies, and bans. This is why it took so long for 10 bans to come out. They had to first settle on a system that was quick, yet still got the job done. You already see hour-long queue times in Master+, so why make it longer?

Not everyone wants the same team comp you do. Mirror matchups suck, especially in ranked. There's a reason autofill exists. There's a reason secondary roles exist. If you included autofill and secondary roles, trading is a thing of the past, and OTPs would get into some shitty situations. What's a tank? What's a caster? What's a bruiser? If you get ahead and can just roflstomp everything instead of needing to tank stuff, are you suddenly obliged to build tank anyways? What if you get behind? Are you forced to build damage anyway? You literally stated the biggest reason this shouldn't happen in your own games; Counterpicks. Calculating all that crap to get an "optimal" game is experience-based and subject to opinion - What's "good enough" for one person probably isn't good enough for everyone else. You'll get people always wanting high ban-rate champs and suddenly those people wait significantly longer. If someone wants to play something I normally ban on my team, I probably won't ban it. This is impossible with this system. Spaghetti code.

Just more bloat behind the scenes and more things to go wrong. Intricate does not always mean better or smoother.

Good post. The backend matchmaking algo would have to be good.

Not everyone wants the same team comp you do.

You choose the the comp you want and the system puts you into that kind of comp. Honestly there are really only a few viable choices for comp types so this maybe even a dropdown box of 3 comps to pick from.

Mirror matchups suck, especially in ranked.

The system wouldn't allow for mirror matches.

There's a reason autofill exists.

It would need to be removed.

There's a reason secondary roles exist.

This is still viable.

If you included autofill and secondary roles, trading is a thing of the past, and OTPs would get into some shitty situations.

Things going away isnt necessarily a bad thing. Since the new system would consider kda, win rate, mastery, etc. when matchmaking it would help to match equal skilled players at a position so, in theory, you wouldn't have a need to trade.

What's a tank? What's a caster? What's a bruiser? If you get ahead and can just roflstomp everything instead of needing to tank stuff, are you suddenly obliged to build tank anyways? What if you get behind? Are you forced to build damage anyway?

Riot has done a good job of defining roles categories and they could apply here.

You literally stated the biggest reason this shouldn't happen in your own games; Counterpicks.

Since you get a ban you can ban your counterpick. Counterpicking isn't really a strategy that should be supported in a skill based game anyway.

Calculating all that crap to get an "optimal" game is experience-based and subject to opinion - What's "good enough" for one person probably isn't good enough for everyone else.

It would match like skill.

You'll get people always wanting high ban-rate champs and suddenly those people wait significantly longer.

We can't assume wait times.

If someone wants to play something I normally ban on my team, I probably won't ban it. This is impossible with this system. Spaghetti code.

May or may not be a problem but we can't assume it would or would not be.

Thanks for valid feedback.

More from Gameplay