Let's make use of the end-game scoring system.
At the moment it is pointless. Getting an S+ rank and losing a game is the equivalent of Riot handing over a sticker and a tissue. Games, in ranked especially, are horribly dictated by trolls and afks; and rarely does any effort feel justified when you lose or gain almost the same LP as the teammates that lost you the game or those of which you had to carry.
My suggestion: make end-game scores influence the amount of LP received after each match.
Disclaimer: This concept is based on the assumption that Riot's scoring system is balanced and not manipulable.
To give a rough example, lets propose that the amount of LP given for a win is 20, and the amount lost for a defeat is 20. Also, keep in mind that scores range as such (in descending order): S,A,B,C,D (all of the following values are adjustable, specific percentages are simply for demonstration)
If you are victorious, gain:
S = + 50% _(20 + 10 bonus LP) _[30 LP] A = + 20% _(20 + 4 bonus LP) _[24 LP] **B **= + 0% (20 + 0 bonus LP) [20 LP] **C **= - 20% (20 - 4 bonus LP) [16 LP] **D **= - 50% (20 - 10 bonus LP) [10LP]
If you are defeated, lose:
**S **= - 50% (20 - 10 bonus LP) [10 LP] **A **= - 20% (20 - 4 bonus LP) [16 LP] **B **= - 0% (20 + 0 bonus LP) [20 LP] **C **= + 20% (20 + 4 bonus LP) [24 LP] **D **= + 50% (20 + 10 bonus LP) [30 LP]
This would be further adjusted for the more specific ranks (+,-) ...so for example winning with an A+ would give more LP than an A-, same goes with an S and an S+ and so forth.
What works? • Sorting players into their intended division is quicker. This means being a 'Gold player' stuck in Silver will not be such an arduous crawl. People often argue that challenger players can fly through divisions because their skill shines through in each match. But being, for example, Gold 3 in skill, but Silver 3 in division, will not carry you through every game. Your skill might be notably better than your opponent in the same role, but it is not enough to push you through those two duo feeders in the bot lane that lost you your game.
The concept works in the opposite. Bad players that try to get carried to high divisions by their friends will find it a lot more difficult to grow in rank because although they may have a positive win-rate, the LP they lose on each defeat will outweigh the little they gain on a victory. Players that have boosted will be sieved back into their intended rank quicker because of the score they receive each game.
• Trying is always a good thing. Even in the case of afks, trolls, or an impending loss, being a team player and obtaining a good score will reduce the LP lost on a defeat. Having a bad lane will discourage players less, and less players will give up because of one.
• Trolls get a form of punishment.
• Harsh loses or throws are not as demoralizing for those who played well.
• Winning by playing well is more rewarding!