What I believe the ranking system should function like.
Hello everyone, you can call me Joe. This is my second account. I got hard stuck in my old account to a point where I couldn't find the game fun, so I wanted to start again from the ground up.
The current impression I've received from league's rank system has been rather poor. I don't think the system truly demonstrates a players capabilities, and often leads to poor skill development. This issue is primarily with the solo/duo queue ranked matches.
As a solo player I expect that my growth as a player, and my contribution to the team should be the primary factors that determines my rank. I do not believe that I should play at a higher elo if I did not positively contribute to my teams chance at victory, and I believe my teammates should be held to the same standard.
Now the question you should be asking is, "How will you determine if a player has actively contributed to the game?"
-Gather the general statistics of player performance in each division. Generate an average with a small deviation which will act as the baseline for performance metric for each role.
Example:
Jungler: Does the jungler at least meet the average jungle camps cleared for X division? -2 / -1 / 0 / +1 / + 2 Does the jungler at least meet the average KDA for the role for X division ? -2 / -1 / 0 / +1 / + 2 Does the jungler at least maintain average vision control for X division? -2 / -1 / 0 / +1 / + 2 Does the jungler at least capture average number primary jungle objectives for X division? -2 / -1 / 0 / +1 / +2 Does the player maintain a win streak? +0 / +1 / +2 / +3 / +4 / +5 Is the player reputable (honor 2 and above)? +0 / +1 / +2 Does the player win the game? -10 / +10
Exceptional Performance (winning the game) will net you: 18 to 25 LP Exceptional Performance (losing the game) will net you: -2 to 0 LP Good Performance (winning the game) will net you: 14 to 21 LP Good Performance (losing the game) will net you: -6 to -4 LP Average Performance (winning the game) will net you: 10 to 17 LP Average Performance (losing the game) will net you: -10 to -8 LP Poor Performance (winning the game) will net you: 6 to 13 LP Poor Performance (losing the game) will net you: -14 to -12 LP Horrible Performance (winning the game) will net you: 2 to 9 LP Horrible Performance (losing the game) will net you: -18 to -16 LP
Your performance will directly influence the LP you gain. There is no hidden metric which will work behind your rank to determine your LP. The higher the rank, the more the game will expect from you. Playing poorly will only reflect poorly on you. This system will always provide more LP per win then Loss as long as you are consistent.
Trolls & Afk's will not benefit from their actions, because its effect on you will reduced.
The games overall outcome (team oriented) accounts for 10 - 15 LP While individual performance and attitude accounts for 10.
I believe this is a fair balance which will provide players with opportunity for growth in solo/duo queue.
is unlikely to ever get to high of a CC score.
who hits R every time its off CD and there are 5 enemys alive will generate more damage stats from that skill then one who saves it for enemys who almost got away or if a fight breaks out and decided to help his team.
. You need it to cancel her R. But if you spam your CC you get more damage and more CC score Stats.
So your stat system needs to be able to tell the difference between meaningful or padded stats.
And padded stats raise the expectation for the average you have an issue with the more people who pad results in less accurate skill for people playing to win.