LP gains and Losses, (RIot, please give this one some attention)

midgetmulch·10/14/2015, 5:51:58 PM·6 votes·980 views

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.

6 Comments

Kitten of Evil10/14/2015, 7:25:55 PM3 votes

I really do believe that when you play support, you have a lower chance of affecting the game in solo queue. I know this to be true because I can Braum shield my ADC from 4 or 5 Blitz grabs, or Tahm Kench devour my ally from 4 or 5 Thresh hooks, but eventually he eats one and instantly dies. Also nobody else on the team ever builds tanky and most supports are really bad initiators on account of being underleveled, gold-starved, and (often) single-target.

Speaking of support (and tank), a KDA-based score is a bad idea -- we already have it for champion mastery, where I can go 1/3/14 with 50+% kill participation, and get a B as a support.

Archon X10/14/2015, 5:54:41 PM1 votes

your solo queue rank in part is a reflection of your leadership and ability to work with many competing personalities to win a game

zerxy010/14/2015, 6:05:40 PM1 votes

I agree so much. Otherwise, RIOT should just create a new lower division (wood, intro, baby, whatever you wanna call it) where all AFKs, feeders etc were kept until they really wanted to improve. In this way, those of us who are no pros but play "decently" could have a sense of recognition and not get stuck in bronze forever...

TheDiff10/15/2015, 1:00:31 AM1 votes

As a support main, i feel that this would royally fuck us in terms of rank climbing. Oh, our teamwork lp would be great, but our individual ranking's would suffer because good supports often go something like 0/2/20, or something. That would mean support mains, like myself, would be at a %50 disadvantage for gaining lp. That is just not fair. I once suggested that we should gain lp based on our performance, and performance only. Like, if you go 0/10/5 you lose some lp because you didn't play well; with an exception where if you win and gain lp no matter what. So, if you went 50/8/2 you would gain lp no matter what because you performed exceptionally well, and then some if he/she won the match. Sort of like the CoD ranking system; whereas it is totally based on how you perform and the impact that you had within the game.