Tie LP gains/losses to champion mastery score

RIPxMidnight·4/6/2016, 10:25:42 PM·8 votes·988 views

Winning wins LP. Losing loses LP. That should not change.

Winning with an S rank performance should winyou more LP than winning with a C rank performance.

Losing with a B rank should lose you less LP than losing with a D rank.

LP +/- logic currently (your MMR vs their MMR) does not make sense. You're supposed to play against people of the same MMR. There are now too many variables in the matchmaking system that get in the way of climbing. Premades now are just another factor added to the chaos.

If LP gains are tied to mastery score, a public indicator of ability and accomplishment within a single game, a player will be rewarded for consistency even when faced with other variables.

A few results:

  • Feeders would lose more LP than non-feeding teammates.

  • Carrying a game will net you more LP than barely scraping by.

  • Being the best player on a losing team will save you LP.

  • Being a feeder on a winning team will earn you less LP.

  • BOOSTING WILL BE MORE DIFFICULT - A player getting boosted in a premade would have to play up to the standards of those boosting him, otherwise boost accounts will have to find a way to shave LP to let him keep up.

All of the results make sense. How would this not be a good thing.

13 Comments

AHeroNamedHawke4/6/2016, 11:09:37 PM4 votes

That's the dumbest idea I've ever heard, and I can use my own account for why

http://i.imgur.com/vXqRy4t.png[/img]

64% Vlad win rate in Master tier, ending at 143 LP. That's top 500 on the NA ladder for those keeping score at home. Notice anything about these stats? My KDA is shit, barely scraping by. There's no way I'd earn an S in a standard game, yet I carried extremely high onto the ladder. As it turns out, contributions to a game aren't measured solely by your stats. All that matters is whether or not you win.

SwiftKitten884/6/2016, 10:36:02 PM2 votes

I can't find a flaw in your argument, but I'm sure someone here will...

otherwise i see no reason for this not to have been done long ago

Gene Freakz4/6/2016, 10:47:04 PM2 votes

This sounds reasonable. Since the performance rank is an algorithm it cannot take everything into account that happened in the game but I like where you are going. League is a team game, yes, but for a solo player (like me and many others) nothing is bonding my teammates and me other than random chance. Since the game is random it does not balance out. This means you could potentially have more players on your team who are unskilled, tilted, or prone to AFK or DC. This does not necessarily balance out especially now with dynamic queue. The odds that people will rage against me are more likely because I do not queue up with other people. Premades know each other and are less likely to be toxic among themselves. I could lose a game because of a DC yet I could have done really well in the game. I could have also lost in another game because a person did not know their champion well and did a poor overall job. I do not want to be punished for other's mistakes. Losing is part of the game and it happens and one can learn from it and I have been responsible for my own losses, but losing because of something that could have been prevented is unfortunate.

LoLKiru4/6/2016, 11:00:05 PM1 votes

Honestly, I can't really find any huge flaws with the system, since all the things that factor into mastery are things that denote a better player (since getting an S requires a relatively good ward count, CS count, and kill / assist contribution); Just getting a ton of kills won't assure you an S rank, since its based on other factors compared to average players of your champion.

If such a system were to be implemented, I think a C+ or B- should be equal to what we have now, anything below should result in lower gains / higher losses than current average LP gain, and anything above should result in higher gains / lower losses.

If there would be any flaw at all, the most notable one I can think of is that what denotes a higher mastery grade isn't ALWAYS perfect (basically I'd be worried you could end up with a situation where people just focus on getting kills and preserving their KDA in order to maintain at least relatively high rank; rather than actually playing to win)

Sort of a slippery slope since all of those things promote GOOD habits (trying to get kills without losing your own life in the process) but bad ones at the same time.

KVbqbFsC8e4/6/2016, 11:02:38 PM1 votes

Too logical. We must continue to judge players off of only win/loss in a team game with how they played being virtually no factor!

GaleWinUnleashed4/6/2016, 11:10:53 PM1 votes

I'd be okay with it if there was some way to objectively score every facet of performance in the game.

But I just can't see how the game can possibly score something like "lives saved with Crowd Control." Or maybe "scared enemy away from objective".