Teired IP

Hayes··3 votes·667 views

I was thinking since I keep getting knocked back down to B5 this season. ( 4 times so far) That why should I be punished the same as the people on my team who afk, dc, feed, or just play horrible.

I think the way Ranked works is flawed, it punishes the entire team for the bad play of maybe 1 or 2 people.

Solo Q should NOT punish equally like 5 vs 5 would, you do NOT control who is on your team, you dont know them, you don't have any control over who your teammates are, or how they build or what they do.

So I promote this, and I feel this answer will bring about better overall game play and games, because the people who tend to do the worse will eventually drop faster then the others and thus either be forced to improve or to play with others who are exactly like them.

Note: the IP points is just an example.

20pts You won! you had a positive KDA! you CSed well!

15 pts You won! you had an ok KDA! you had a decent CS score!

10pts You won! Your KDA sucks! You need to work on Csing!

-10pts You LOST! You have a positive KDA! you have decent CS score !

-15 Pts you LOST! Your KDA score is not bad! You need to work on your CS more!

-20 pts You LOST ! Your KDA is freaking HORRIBLE! You have less CS then the support!!

This would promote better playing, smarter playing, while also not nailing better players just because their teammates are horrible.

you could also change the criteria for example if someone was the support position, so assists and maybe wards placed would help their score more instead of CS or Kills.

6 Comments

1 800 MID LANE1 votes

So, an LP system based off the grading system, essentially. Not a bad idea, honestly, and I might actually play ranked if this happened. The issue I have with it is all the toxic players in there on top of losing a LOT of IP. Honestly, if either one were different, I'd be okay with it.

However, it doesn't help that I got S5 out of what I believe is an honest fluke. Every time I get anywhere, 1 loss brings me all the way back to 0 LP. Considering that LP loss is, from what I've heard, based on MMR, this is a big problem. I can't drop any further, so the MMR thing with that is kinda flawed.

Hayes1 votes

yeah , i could see it like , ok you got an A or an S you get 20pts...B or C 15 D 10 etc...

Miror B1 votes

See, I agree with the concept but think the whole "retooling" needs to be focused around something else, like that performance score we get after every match. The way it would work would be a bit like this:

(For a Loss) S+ to S- : Gain single digit LP, higher LP being rewarded should you be S or S+ A+ to A- : Maintain your current LP, gaining and losing none B+ to B- : Lose single digit LP, less LP being reducted on B or B+ finishes C+ or lower: Lose double-digit LP, up to a maximum of 40 should you finish with a D- rank

(For a Win) S+ to S- : Gain double-digit LP, up to a maximum of 40 should you be S+ A+ to A- : Gain double-digit LP, up to a maximum of 25 should you finish with an A+ B+ to B : Gain single digit LP, up to a maximum of 9 should you finish with a B+ B- : Maintain your current LP, gaining and losing none C+ or lower: Lose LP, up to a maximum of 40 should you finish with a D-

A system like this would reward actual skill, and not whether your team happens to have a smurf/troll on it. Draven

ZephyrDrake2 votes

{quoted}

See, I agree with the concept but think the whole "retooling" needs to be focused around something else, like that performance score we get after every match. The way it would work would be a bit like this:

(For a Loss) S+ to S- : Gain single digit LP, higher LP being rewarded should you be S or S+ A+ to A- : Maintain your current LP, gaining and losing none B+ to B- : Lose single digit LP, less LP being reducted on B or B+ finishes C+ or lower: Lose double-digit LP, up to a maximum of 40 should you finish with a D- rank

(For a Win) S+ to S- : Gain double-digit LP, up to a maximum of 40 should you be S+ A+ to A- : Gain double-digit LP, up to a maximum of 25 should you finish with an A+ B+ to B : Gain single digit LP, up to a maximum of 9 should you finish with a B+ B- : Maintain your current LP, gaining and losing none C+ or lower: Lose LP, up to a maximum of 40 should you finish with a D-

A system like this would reward actual skill, and not whether your team happens to have a smurf/troll on it. Draven

so much wrong in one post holy fuck

1 800 MID LANE2 votes

I severely disagree with this because of the fact that, win or lose the game, you still have the possibility to lose LP. While I can understand having only a small gain based on a poor grade, I don't think you should be able to lose LP if you win a game. A B- really isn't all that bad in lower ELOs. I could see it maybe getting stricter the higher you go, but losing LP for a winning match is flawed. Especially an amount as significant as double-digits. At best, I could see a D- win not having any effect on LP.

On top of that, the grade is based on performance compared to other people who've recently played the champion. I'm unsure of if the ELO of the players have any effect on it, but I would assume that something around a C on any given champ would put you about average. S definitely being above average.

Android Cowboy1 votes

They have a planned-obsolescence system that won't get fixed. Expecting a single player to carry a team when it's touted as a TEAM game. If you get crappy teammates and you aren't a god, you're gonna lose. They don't care enough to make it a common sense advancement-based statistically driven system. Gnar

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