LP gains and Losses, (RIot, please give this one some attention)
Okay. So, I get that a lot of your stuff is automated, as that makes it easier to focus on other things. I also get that when it comes to LP gains and losses, the system awards said gains and losses based on what it thinks your skill level is. Currently that seems to be mainly based on team performance, with a little bit of individual mixed in. While this is mainly a team game, I feel that in ranked mode, solo queue specifically, there needs some rework. Currently, when you join a solo queue, you have a 50/50 chance of winning. However, when you add the attitude and skill lvls of players, that can really change. I can't count the number of games I've had where my team has lost, (and sometimes won) because of a single player. In a recent game, 4 of us, were actually doing a really good job of keeping back the enemy team. We had a Yi player on our side, who got a little butt hurt, and instead raging, and spamming, they said nothing, but also refused to engage in team fights, or push lanes. This players stance of i'm all by myself in this, lost us the game. As a result, the 4 of us who were working together, were punished for the loss. This is NOT fair. Same thing goes for afk players, whether it's from the start of the game or otherwise. Yes, there's the leaver buster in place, but that really doesn't do that much. I think a rework to how LP is assigned is in order. Take the overall work of the team and assign a score that way. But, also take the individuals play in to account. For instance, you have that one player, who has a score of like, 30/5/18. They carried the entire round, making all the saves, getting all the kills, and basically winning the game. They would get a lower TEAM score, but a higher INDIVIDUAL score. The other members, with an average score of... lets say 3/4/9 would get higher TEAM scores, and lower INDIVIDUAL scores. The combination of these two giving you the actual LP reward. Now, it may already work like this. I don't know. Doesn't seem too. Here's the kick though. Players that are afk, or are reported by their teammates or basically who had a negative impact on the game, would be penalized more than the rest. IE, in a game where someone gets killed twice and then leaves the game, would receive not just a leaver buster warning/time extension, but also a HUGE loss to their LP/instant drop in rank. That would be immediate punishment that would actually matter to people. The other members of the team, who weren't dicks and left and instead tried to work together, would receive a much smaller drop to their LP. and depending on their individual performances including being honored (which would give a small increase in bonus LP) could have the chance to actually gain LP even if they lost. I believe that this would reward those thousands of solo queue players who are trying to get to a rank that represents their skill, but are being help back due to the negative behavior of others. Like that guy/girl that can get the 30/5/18 score, but whose team losses because of an afk/refusal to play/negative attitude etc shouldn't lose the 10-30 LP. not losing or even gaining a little seems considerably more fair. Please take this into consideration, as many players are unable to find dedicated teams due to work schedules, family, health, etc etc etc It's a fun game. i really do like it, but it seems that, in your efforts to punish negative players, the positive ones are getting hit with splash dmg.