@Riot - What is the intended purpose of the current ranking system?

64851012DEL1··3 votes·845 views

As the title implies, I am genuinely curious about what the current ranking system put in place is supposed to show, or achieve. I have now firmly decided, after a year of extensive play within the system, that it may not actually achieve what I originally thought it's intended purpose was.

18 Comments

WiegrafOfValor2 votes

I can't tell you what was the intended purpose, but I know it fails hard everyday.

It address the player on a personal and solo level, but judge him using meanless team/group data. Imagine if you fail in calculus despite your A+ because the average of your class is low.

I think Riot should implement a better ranking system, rating your skills using your personal data.

  • Wards used
  • Trinked upgrades
  • Death count (Not kills)
  • Queue Dodges
  • How many time you quit a match
  • % accuracy with skillshots
  • Reports
  • How many time you were chat blocked
  • Objectives taken ( Dragon/Baron/Inhibtor/Nexus )
  • Champions Mastered

With something like this, but polished and with a lot of effort Riot can create a better way to evaluate their players. With this you will be sure that high level players will be respectiful, well-versed, educated and skillful.

The way it is now, just take you time and some luck, maybe you only need to get a bugged or simple broken mechanic and you can climb your elo before someone fix it. Like everyone did with Darius/Skarner/Morde after the Juggernaugh update, or when Kindred was one-shotting everyone due a bug on her passive.

64851012DEL12 votes

My question however is what is the current ranked system for? Is it to evaluate players based on their skill level and performance, and then rank them accordingly? If it is, then Riot's ranked system has ultimately failed in this matter. That's not an opinion, it's a fact. There are so many players that do not belong in the elo they're in. There are many players who are mechanically strong, but are stuck in a lower elo like Gold or Platinum. On the flip side there are many players who are not mechanically strong at all, and their game IQ and decisions are very poor, yet they're in what is considered higher elo ie. Diamond. What the current ranked system does, and again this is factual and not opinionated, is evaluate a player and rank them based solely upon their wins and loses. If the ranked system is designed to evaluate a player based upon how a team that they play on performs, than the ranked system is a total success. However I strongly feel that this was not the intent of the original ranking system, and Riot is too afraid to admit their mistakes, implement a new ranking system, and move on.

Valderis Vandala2 votes

All those factors are useless, the only true measure of skill is victory. Time will tell who deserves to climb the ranks and who does not.

Also if you don't know the intended purpose of something then you are unable to judge whether it succeeds at it or not.

There is no meaningless team/group data, if you win you rise if you lose you fall.

64851012DEL12 votes

If you read the article you would have seen that I gave the conditions in which the current ranked system was a failure or success, based upon the only two options that the ranked system was viably made to achieve. I don't say; "I don't know what this does, It fails" So please, read before you give uneducated responses. Second, those factors are not useless, believe it or not in the real world, your personal performance is evaluated by your personal statistics not by grouped statistics. For example, you pass a history class because you have an A, you do not pass the class because your class' average is an A. Do you understand the concept now? I also find it laughable that you down-voted this as I can't find a viable reason that you would find this offensive.

Valderis Vandala1 votes

Ah yes of course, the article!

...what article? I see no quotes, I see no links, I guess we just have to be mind readers to know what you are referring to.

Also your history class tale is nice and all and that sure applies to situations where individual performance matters but just an F.Y.I; this is a team game so your individual performance isn't as important as your teams performance. I hope that clears that bit up.

Also, also, why are you misquoting me and then direct that quote at yourself when it was a response to WiegrafOfValor?

EDIT: Technically its not a quote, but you get the idea.

WiegrafOfValor1 votes

If you want to evaluate the "team-skills" of the players, do something that really do that.

Judge them by their supporting skills, communicating abilities, how they devise a strategy, how well they execute a tactic, team comp... Not how they were all shouting at each other until someone gets feed and score a triplekill at 40 min and them carry your ass.


Win does not mean you deserve to win, or even that you are better than the enemy. Winning or Losing is a result of many factors that are far away from the reach of the player.


Random factors that decide the outcome of the match, and you can't control:

  • Internet connection
  • Riot servers
  • Teammate attitude
  • Teammate mood
  • Teammate focus
  • Teammate will to win
  • Teamwork
  • Champion balance
  • Bugs
  • Smurf
  • Personal problems of your Teammates
  • Hardware problems

You get the idea, you the player can't do much to change the outcome of the match, unless somehow you're the best split-pusher to this day. That's why even the best players doesn't have 75~90% winrate, because their skills doesn't have a absurd impact on the outcome.

Valderis Vandala1 votes

This game isn't an art contest where you get graded on your individuality, this is a game, winning the game is all that matters and the total accumulation of your teams effort, winning or losing is the defining grade of your skill.

You could be the best at warding, but unless that warding skill translates into a victory for your team its meaningless so we can't evaluate people on individual attributes or skills or statistics. A player might have a horrible skill-shot hit-rating but as long as it doesn't cause him to fall behind and he hits them at the crucial times its needed to win the game then his team wins the game. Judging individual skills doesn't work.

EDIT: There will always be factors beyond those that you can control, thats true in everything that we do, stop worrying about those problems, their effects have less impact the more games you play.

EDIT: I've never said anything about people deserving to win, no idea why you would bring that up. How is that relevant?

WiegrafOfValor1 votes

Can you control the outcome of every match? Can you control if someone of your team is going to disconect? and tell me how do you coordinate 4 players that you never met.

Valderis Vandala1 votes
  1. Yes I control the outcome of every match I play, at least to the extent of my ability to affect that match. No player has perfect control over the outcome but we all contribute to it.

  2. You're disconnect question is an obvious; no of course I can't, not unless they where playing from a location where I have ownership of the network connection, and even then its limited control.

  3. The same way you do I presume, via the chat and pings.

WiegrafOfValor1 votes

So, if you control the outcome the matches you've lost is simple because you wanted to?

Besides, as I saw here, the only 2 matches you've played against and with players you lost.. against bot you're fine.. ¬¬

Valderis Vandala1 votes

No, it just means that the enemy team is better then my team.

I don't know what stats you're looking at but I've won and lost more then just 2 matches against other players in multiple game modes. Though I don't know what relevance these statistics hold in this discussion and why you bring them up.

Valderis Vandala1 votes

Yeah thats nice, still don't know what the relevance of this is or why you bring it up. Care to explain your reasoning?

WiegrafOfValor1 votes

First, you lied..

Second, It's easy to say you can "control" de outcome of a match if you don't know how a real match is played.. How can I take your opnion seriously ?

Valderis Vandala1 votes

What did I lie about?

Why would I not know how a real match is played?

Valderis Vandala1 votes

Are you having trouble replying to my posts?

cuddlykitten41 votes

{quoted}

I can't tell you what was the intended purpose, but I know it fails hard everyday.

It address the player on a personal and solo level, but judge him using meanless team/group data. Imagine if you fail in calculus despite your A+ because the average of your class is low.

I think Riot should implement a better ranking system, rating your skills using your personal data.

  • Wards used
  • Trinked upgrades
  • Death count (Not kills)
  • Queue Dodges
  • How many time you quit a match
  • % accuracy with skillshots
  • Reports
  • How many time you were chat blocked
  • Objectives taken ( Dragon/Baron/Inhibtor/Nexus )
  • Champions Mastered

With something like this, but polished and with a lot of effort Riot can create a better way to evaluate their players. With this you will be sure that high level players will be respectiful, well-versed, educated and skillful.

The way it is now, just take you time and some luck, maybe you only need to get a bugged or simple broken mechanic and you can climb your elo before someone fix it. Like everyone did with Darius/Skarner/Morde after the Juggernaugh update, or when Kindred was one-shotting everyone due a bug on her passive.

I like where your heart is, this is where mine is. I agree that the team based rating in a solo que setting is kinda iffy, but it gives you one overall goal, to help your team win using whatever strategy is best at your disposal. Here are the flaws I see in your list (I would like to emphasize that I'm not attempting to tear your idea down or flame on you, this is my honest contribution in our attempt to determine what we think is a quality middle ground)

  • Wards used - Actually this one is fine, people do need to ward.
  • Trinket upgrades - Last season I would have said that this one was fine too. However, due to the significant difference in the upgraded trinket I don't always find it ot be the best one to have each match. I also don't think that it's good for more than two ppl on the team to upgrade beyond the normal trinket because it can be seen, destroyed in one shot, and can only store one. They are great for vision from a distance and determining whether to proceed in a mobile fight. The non-upgraded trinkets are great in the sense that you can set up ambushes without the enemy knowing you have vision of them. Both have their places in a match depending on situation.
  • Death count - I see where you're coming from on this one, but sometimes you have to willing sacrifice yourself so your team can succeed, e.g. Tanking turret blows so your team can fight safely under the turret.
  • Queue dodges - I agree mostly because fuck those guys. The only issue here is that it would follow you forever so instances where you dodge to save the others in lobby from the troll would continue to haunt you. Besides dodging makes you lose LP already so they are kind of doing that.
  • How many times you quit a match - see above
  • Accuracy with skillshots - This one is kind of just unfair ot the player since landing a skillshot isn't on the one casting it. It's the skill of the caster vs. the ability of the target to dodge. Not to mention that the champs without skillshots would gain less LP by default.
  • Reports - Mostly fine except for the cry babies that report anyone for anything. Too many people report other people for having a bad game or other stupid things. Not all reports are invalid, just not all reports are.
  • Chat blocked - I assume you mean muted by this? Under that assumption I think this would be a bad idea. I have a tendency to mute everyone out the gate and just go off of pings. I do let this be known in lobby so people won't waste time typing to me when I won't be able to read it. It never really affects the game as long as people are pinging. It would be very unfair for the other people on my team to have a negative mark on their LP gain for it. I'm never upset with them, I just enjoy my playing experience more if I don't have to listen to the people in the chat.
  • Objectives Taken - I'm kinda in between on this one. They are very useful to have, but since they only give an edge and no guarantee of a win I'm not sure it should be worth LP gain considering that in the end they're just glorified minions on the good stuff. Also, it would raise the question of how to determine who to give the gain to. The one who gave the killing blow? The whole team? Anyone who got a shot off on it? Overall though, would be worth considering because I could see a way to make it fair with some thought applied.
  • Champions mastered - This one has absolutely nothing to do with the performance in the game and everything to do with your past experiences with the character. Just because I have the time to play 20 more games a week (this is hypothetical) than my neighbor doesn't mean I should have higher LP than my neighbor since I'll have more mastery by default. After all, my neighbor might be the better player between the two of us.

In the end, the reason that they do it according to win or lose instead of individual performance is because there are so many unpredictable situations in any given match that it's hard to tell without watching it if it was a good move or a bad move, such as the example of tanking the turret. The death itself would look bad on him if his KDA was all you knew of the match, but if you watched that fight you would have seen that his one death resulted in an ace and taking two turrets which should be a play that is rewarded instead of punished. It would also start to get sketchy in the sense that players would expect to gain LP if they lost but did well. Honestly, there's no way to hand out LP gains that will ever be truly fair due to the mass amount of variables. That's my opinion of course. I do want to clarify that I value your input and the things you said, and that I did carefully consider each before creating my own conclusion. I just want to emphasize that I'm not arguing with you, simply providing my personal input.

I do have this idea of how we could do it though. Every time I enter a normal match I gain 10 LP. Every time I play a ranked match I get 25 LP. ARAMs give me 5 LP. Winning any match in any mode instantly raises me to the next tier. Sounds pretty fair to me ^.^ lol

WiegrafOfValor1 votes

That was only a rough idea, not final propose.. The point I'm raising it's that they should judge you by your personal performance, not the result of the match.

The way they'll do it, it's up to the devs, I though of that example in 30 seconds. I'm sure a bunch of Rioter with months can make something way better.

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