When will matchmaking be fixed? Just incorperate rank/division into MMR.

Inari Fox Orrion··5 votes·4,513 views

Rank/division being a measurement of your MMR would go a long way to solve all of these issues. Something feels severely off with getting 20-24 LP for a win and losing 10 when you lose just because your actual MMR dictates you fight Gold 2's with a Bronze 1 team. It's a super, super band-aid solution and it makes climbing -- specifically as a Support -- absolutely freakin' miserable.

Give equal amounts of LP for a win and a loss, and don't allow people to be matched up against someone a division or two ahead or behind them, under any circumstance*

It's going to go a long way to making sure the player experience is better than it currently is, because... ouch... there are so many complaints, a lot of them I think are valid, about the current matchmaking.

*Exceptions for smurfs.

16 Comments

Kai Guy3 votes

a lot of them I think are valid

No. Not at all. A massive amount of them are by people completely oblivious to how MMR systems work.

Your suggestion does not account for realistic expectations to have. There is not always enough players present queing at the same time to create small ranges. Duoing will break your suggestion. Match quality will go down every single time there is a player with uncertainty on their account in a game drastically because the MMR values are removed completely. It will wide then range of skill, not reduce it.

Now, the expectation players should have, Tiers do not represent skill until there is a stable # of games played. This next statement is my oppenion and a rule of thumb I use, I Treat every account as uncertain until they have earned a Veterans badge in their division.

Riot changed the starting MMR to be lower. This is going to shift the entire ranked ladder down, even with their "you wont get any lower then X division" feature. Riot added new tiers as well, so Previous seasons are not going to represent the same Percentiles of players as this year.

The point of having LP was to hide from players who only lose MMR from their starting value. It feels less bad because LP gains/losses are lower then MMR. This also allows you to set K factors and this MMR gains/loses to a higher value with out creating a unrealistic expectation of skill. The benefit of higher adjustments is a reduction in overall number of games to place players into a reasonable range for MM to pull them from.

Duoing is inherently a issue in how its implemented off Tiers not MMR but instead of people posting about adjusting the implementation of duoing you see folks incorrectly assume MMR is magic and knows player skill from game 1 and also is clairvoyant in its ability to predict things like OTP getting their pick taken or banned, First timeing a champion out of the blue, or just being tilted AF.

The chaos this season is not surprising at all if you study MMR a bit. New starting MM value for accounts (done for silver players complaining about newbies. y'all played yourself.) Positional Ques, (Done for casual players who wont learn multiple roles, champions, and are unwilling to abuse auto fill protection and rely on hope and luck instead. Kudos... y'all played yourself.) And the New tiers to make both lower and high MMR players feel there a bigger gap between themselves and the very bottom of the ladder. (just gives riot an opportunity to redistribute player percentile markers... which they could do during a soft reset as well. End of the day its a competitive ladder. you have X players and your account is Y position. Real talk here, the average player is expected to take ∞ games to reach the top in MMR.)

Course folks don't actually want to hear any of this. Nobody wants to talka bout how any why MMR systems work and function if it wont support their ability to climb or an argument that its their teammates fault or the systems fault. Which to me, is kinda funny because they are well documented functional systems and yet folks constantly try to argue vs them with out even takeing a moment to study up on them prior.

God I can only hope some one is foolish enough to try and use the "But its off Elo which was made for chess therefor it cant possibly work for league" in this thread.

Also... your Games of ranked seem to be pretty fair. Silver,bronze, placement players on both teams. I only saw a gold player in your normal.

Note that you have to go off how the system works so its off what MMR is currently assigned and that accounts are expected to be placed incorrectly but adjust over time to the correct range.

Inari Fox Orrion1 votes

I appreciate that you took thought and time and put it into your reply, but you're coming at me from the perspective of someone who thinks it's fine as it is... when it's... not, given the volume of complaints this season about the subject. I was here in S6, and it wasn't this bad.

I'm not saying you're wrong, but I can't debate you on this because it's likely neither of us will change our stance. I want discussion, not someone kissing up to them and saying it's A-O.K.

...but... on the off chance you do want genuine discussion;

If the playerbase is so finite, a cause is the matchmaking... and not improving it ends in a negative feedback loop because the experience is so miserable no-one wants to play.

I know the point of LP is to make you feel more stable, but notice how I didn't say it'd be a good idea to remove LP entirely. I said it'd be a good idea to balance LP gains and losses permanently, and promote based on a mix of LP and MMR instead of one or the other.

People don't want to take time to discuss it for the same reason you don't; You look the exact same to them as they do to you: someone fervent on defending their position when neither side has any facts to support it, including source code.

I would like you to look at my last set of games and tell me it's my fault I lost. I had a part to play, but it doesn't mean much if the Midlaner's 2/6 and my ADC's first words in the lobby were "don't pick x you Bronze dipshit, no wonder you guys are Bronze."

...and if you want reasonable discussion knowing all of this... where do we start? The basis that none of us have any definitive proof of how the matchmaking works after they fucked with it? The basis that it's more miserable than it was for the general populace?

You need to remember, there weren't this many complaints before their changes or the new season. If this was really about people trying to pin the blame on everyone else, then that factor wouldn't exist. But it does. You and I both know that isn't all there is to it.

If you want to tell me "that's not how it works" then you're doing to me exactly what they've done to you: ignore an argument because it doesn't fit their own narrative. It kinda' makes it hard to find the truth :)

Addendum: I'm not saying my games aren't 'balanced' (yeah, people've told me I'm just unlucky and I guess I buy that) but that's part of why I'm saying all of this. If it was someone else, people'd try to dismiss it the moment they could find a superficial reason to. "It's MMR! They belong there, going 24/1/4 like that and single-handedly carrying!"

Kai Guy3 votes

Its not broken, system works as intended. Improvmens can and should be made but meh.

How duoing is done is fucked and its been that way forever. Yea it was worse when there was no ristrictions, but with Tiers being slower you can generate a range of players by having a low MMR silver 4 and high MMR gold 1 player respectively represent a Bronze MMR and Plat MMR. This range is about 80% of the playerbase, realistically this is an outlier but gold and silver will still be 30-60% ranges.
I take issue with that.

Riot adds other features for casual players, I take issue with that. Be blunt, tell them how things are, if they don't like it they can just not play. I just don't give a dam about the tilted players QQ threads. Look, MMR is not made to baby them and give them free wins. People beg for things that suck.

So riots not in the clear imo. They can do better.

The flip side is most boards post about MMR are uneducated piles of ignorance.

how many times yall seen some variation of I WANT MY TEAMMATES TO HAVE GOOD WIN RATES WHY I GET BAD WIN RATE TEAMMATES. Cuz its random. For MMR to actively try and give you win% your asking the system to favor your account, Or to FK over high win % players by constantly looking to give them trashy teammates.RNG is not pure RNG there is a constant factor every single game. its you. Mismatches happen, some games cant be won. Oh well... move on. You should be willing to invest about 100-400 games a season if you really care about getting an accurate MMR value and Tier. You don't to bad, not enough data on you to matter. Statistical systems need data points for accuracy. you don't have enough? you don't have an accurate rating. not a big deal because the starting value tends to represent 50% so its never gonna let an account get to dramatically far and K factor slowdowns off MMR Tiers also contribute to sorting out luck. Mind you, I don't have riots system. I cant promise they use kfactor slowdowns off tiers... but they should and looking at Diamond 4 Peronsally i am pretty shure they do. There is no good reason not to do what pretty much every other MMR system does.

I have to get to work now. I can walk you thru why your suggestion creates a higher skill gaps for MM ranges and would actively add more RNG for a MMR system if you want. I will do my best to keep that in good faith, I offer as You seem to actually care rather then just be some one whining about getting stuck. People who are interested in learning are folks I enjoy conversations with. I wont be back for a while but I might hit ya up late night or tommrow if you want. Feel free to leave questions you have about MMR.

Also, I strongly object to your claim that a support is difficult to climb with. I do it pretty much every year with off meta builds. https://na.op.gg/summoner/userName=Kai%20Guy.

Inari Fox Orrion1 votes

See? This is exactly what I meant; You're certain you're right without fault, and there was no point in me even trying to debate with you. You're exactly like the people you're trying to berate! Ugh. Humankind...

It doesn't matter if you don't provide any actual counterarguments, you just say "You're wrong!" I can understand it if you don't have any to provide, and I can understand how hard it is to admit you may have something to think on.

Good luck :/

Kai Guy3 votes

Please, I encourage you, make your counter arguments. If you have one and its valid I will adjust my view, if I can prove that your argument is not valid I shall do so and take as much time as you need to understand why. I don't mind being wrong. Learn, adapt, move on. I have been wrong about a lot of things and I find life to be better when you learn from mistakes rather then defend them. I told you clearly, I will treat you In good faith. I hope you can extend me the same courtesy.

I am open with folks but the way I tend to go about this is by being blunt and often abrasive. This upsets a lot of people but I don't really know how to tactfully go about disproving some one whos wrong with out literally explain to them why they are wrong. I will actively correct myself when I am wrong, This can be if i am proven to be incorrect by others or in situations that when I discover new information on my own that contradicts what I believe. I will adapt. I don't get mad if I'm the one who proves myself wrong. Like literally I used to tell folks your favored 20% to win more games then lose because of Feeders/bad players but after doing the math I believe that was inaccurate so now I have to tell folks now that it looks more like that value is 11.11%. Probability is funky so shit, I could still be incorrect about this. End of the day what's accurate is that because you occupie a slot of your team, as long as your not the worst player in a match the odds are higher they will be on the other side. I think 11.11% is right as its 4/9 vs 5/9 odds and thus 11.11% is each slot value so the extra slot on enemy team should be 11.11%

Look, im a dick to folks who spout garbage because I studied MMR and Elo systems. I literally own Arpad Elos fucking book on the topic of him making the rating system that details nearly 20 years of it being in action. I looked into and studied a lot of Rating systems, Trueskill, MMR, Glicko. I use more then just anecdotal evidence. Yet I admit I will throw mine into some ones face to prove a point. (70%+ win rates as a support main in MMR ranges below what my best Tier tends to be. Support carrying to gold or plat mmr for 6 years now.)

End of the day, any player who makes a comment about MMR systems but does not know WTF K factor represents? They literally have not idea WTF they are talking about. If you don't know this term, you need to google Elo and MMR. That not about me just be being a prick, its a core part of the OG Elo adjustment formula. I mean hell, most folks who call it E. L. O are wrong, its not a god dam anagram for anything. It was named after the dude who made it, https://www.youtube.com/watch?v=Y6hrljjvK6A&feature=youtu.be if you want it pronounced correctly. (fun fact, he did not name it after himself, but as he put in so much work and was synonymous with the system that his name became common place term to just call it Elo system and Elo points. Over the years people only seeing it in Text not speech got it to become ELO as we hear it often. Fun fact, It took Arpad 17 years to formally acknowledge and call the system Elo, prior to his book released on Jul 03, 1978 he had personally called it "the USCF Rating System" Or " The International rating System.)

So most folks who bitch about MMR don't understand the changes made to Elo system and further have a shit understanding of what Elo system is. This is why I was so blatantly disdainfully for any one stupid enough to try and argue "BUT KAI ITS MADE 4 CHESS U DUMMY!"

I can literally walk you over what your changes do that does not comply with the principles of a functional MMR system. Look, Tiers move slower then MMR. This is pretty commonly accepted by all players and shows up very clearly in people with high win rates. Its not a guess. You want MM to pull for a single division? How well do you think that's going to work in MMR tiers that represent less then 1% of the games player base? Where are you accounting for duoing my man?

I am always happy to talk about how to make Leauge a better game. I am 100% supportive of things that make the player experience better. I truly want folks to have fun, to play and enjoy playing. Its a video game, if you don't fucking enjoy it then honesty whats the god damm point?

So once more. I don't like duoing because its off tiers not MMR values. As I stated the Range for tiers allowed by riot for duoing is WAY to high.

On the flip side, Again. Not a fan of ignorance comments.I don't like folks whining about win % of teammates. The demand speople make to fix "Rigged MM" would literally rig match making. If this change is adopted it blatently punishes players with good win rates. Oh you do well? good win %? Bummer guy, because some idiot does not understand how RNG favors them in law of large numbers systems they demand Riot fixes their "Rigged forced 50% win rate system" The ask for a system that's literally trying to create Rigged 50% teams. Brilliant fucking move that. Yall Played yourself and so I dont think its unreasonable for me to feel any and all the people who ask for this are god damm idiots. How else whould i treat it when this action literally fks players with good win rates over yet is the morecommon boards demand for MM to accomplish?

I hope you read this post, Ima bold this bit to hopefully get your attention and convince you to take the time to read this post in its entirety. Your really not as bad as those guys. So although I don't like you suggestions and feel they don't meet expectations to how you have a functional MMR system BUT I truly think your coming from a stand point of caring about the game and caring about the player experience rather then looking for a hand out on winning more or an excuse why your not higher on the ladder. That's more enough for me to want to treat you in good faith. I do often draw lines in the sand to make a point but please if you have a good counter argument present it. It will stand on its own merit or I can pick it apart and will take the time to not be a prick to you because I think your honestly some one who cares.

I'm often excessively confrontationally but you seem to care and not be some dumbass tilted FOTM bandwagon poster. I want to treat you with respect. I am disdainful to a lot of folks... I don't want you to think this is directed at you personally.I will never tell you your wrong with out some backing or being very clear that its just in my opinion.

If I say you your wrong. I will take the time to explain why until your satisfied or unwilling to talk further.

Inari Fox Orrion1 votes

I got myself banned from League, and yet I came back just to see your reply... and to reply to you, because holy fuck someone interested in discussion on the topic, OH HOLY FUCK. (It isn't sarcasm. You may have had the same experience; People not into any discourse, etc.)

You're right, duoing with my system would be severely... fucked, I guess. I think a better way to go about it would be to only allow matchmaking +-1 league, still without exception, and just to pit you up against other duos (Flex does it, I know it's possible!) because they'll have the same benefit for synergy as you do.

As for the non-duo matchmaking, I don't know how limiting it to only one division ahead and behind you would influence anything beyond making sure that Silvers on a win-streak don't fight Diamonds, and Diamonds on a loss-streak don't fight Silvers. I do think it'd bias the results in a loose way, but not allowing a SIlver with the same MMR as a Diamond to duo with the Diamond already does that!

I think a good alternative might be to remove the League system entirely and to show bare MMR so people no longer complain (OR have proven, visible right to if the matchmaking acts funky) since it doesn't really serve the purpose it once did, anymore. I mean, it already limits the cool stuff you can get based on League, so what's the purpose other than a grindwall that also frustrates people with on-the-surface unfair and biased matchmaking? Being able to see why you're matched against the Diamond you're matched against would be a great start to making it feel fair.

I guess I'm in the end arguing from the perspective of someone who knows what it feels like to be put against some super high-tier opponent, and have that feeling of "Oh, you just wanted me to lose, huh?" wash over me. It's not a good feeling; It's pretty boring, and it makes you want to stop playing, because most competitive gamers play competitive games for... competition, not a ROFLstomp.

Addendum: I know the purpose of the League system is to provide stability, but it doesn't even do that if it matches based on MMR alone. It's window-dressing, at most.

Kai Guy1 votes

Bummer about the ban.

Yea... I love conversations that result in attempts towards improving the game. I try to discuss QOL changes all the time but many topics just don't get any attention by players. No bullshit here, the fact is that not every thing Riot does is for better quality of matches. They make changes for player perception or enjoyment some times that can hurt quality. Duoing is one such situation, I am pretty clear in my negative opinion on that topic.

There are some benefits to the league system, you can have a higher MMR gain and loss per match then a pure MMR system. This can be used to lower the grind which is funny as so many folks feel its for the opposite reason. Your MMR gains and losses directly impact how grindy it is. When and where K factor changes on a account also directly impact how grindy it is. It does not matter at all if it is the Leauge system or MMR Riot has a massive # of tools to make their game grindy AF if they wanted. Yet as functionally MMR expects the average players to never reach the top then its fair to say that the "grind", even in a well made well balanced and 100% fair system is literally forever. So I tend to dislike arguments related to "rigged system 4 more games" because its pretty fucking difficult to out grind eternity which is the expectation you have for average players in a fair and well made system. (Goes back to Arpad Elos system, your never a chess grandmaster if your unable to play the game well enough to beat people higher then you. this is exactly what you should expect in a system built around skill, not time invested.)

When i say time invested lets look at other systems which can be something simple. Like a leaderboard off # of wins. Skill in systems like this can be a low factor because some one who only wins 40% of their games but is able to have the time to put in several thousands of games can climb to the top, even above folks who consistently would destroy them. This is especially true when the matchmaker in said system does not look for any player skill when it makes a game, just pulls from who ever is around. So a meh player? They can be grossly higher on the ladder then some one who would be able to destroy them 100 games back to back simply because they have more free time to invest into the game. Where the fuck is "skill" in a "ranked" ladder like that? Garbage system imo… I honestly hate them its just a time sink.

Now back on topic for Riot and League.

As for the non-duo matchmaking, I don't know how limiting it to only one division ahead and behind you would influence anything beyond making sure that Silvers on a win-streak don't fight Diamonds, and Diamonds on a loss-streak don't fight Silvers.

Theres a few issues. First up is player populations. Higher up on the ladder we are looking at divisions that represent less then 1% of the games population. It gets lower also because that % does not account for active or inactive, long as the accounts put in enough games to make it out of placements and are in that range they are part of the ladders consideration till season ends (turns out there's a few players with multiple accounts in diamond as well which lowers the # of player by 1 for each account with the same human behind it.) At its worst, You will see issues with MM not being able to make a match if its unable to pull from a wider range when it does not have enough players queued to play. Historically we have seen MM in higher MMR become extremely long at upper tiers when there's low population.

Now to address how to avoid Silver win streaks vs diamonds the solution is about K factors. How much MMR do you gain and lose.

Shit... Right K factor... I have not explained that well yet this thread.

First lets go back to the OG Elo adjustment formula. This is what is used to change an accounts MMR after a game is ended. Its usually listed as some variation of this. _Rn= Ro + K(W-We). _Rn= Rating new, This is what your rating is after the game.. Ro= Rating old. What your rating was before the game (its what was used by MM to build said match.) K = uncertainty... the system expects to not be accurate when it does not have enough data on an account. By multiplying the MMR gains/loses by K variable you impact accounts speed when they are new to move up or down ladder biased of trends in match results. W is the result of the match. WE is the systems expectation for the result of a match baised on R0. ( People forget that some times it does not expect a fair game. Its rather common in chess. Needs to be noted that its very different for games like Lol. Its less about a rating gap in MMR and more about if there is a gap between uncertainty on teams for MMR and if the system did not have enough players in proper ranges to make a on paper fair 50/50 game. Plus what ever other situations the devs decided might impact a matches fairness and quality. I don't know riots, just sharing the basic theory behind it.)

MMR changes really should be game to game for its exact value off how fair the system thinks a match is.Thats why its a variable system then equal value changes like your suggestion was. Quick example, Players in placement gamesin many MMR and Elo systems actually change how much their teammates stand to gain or lose for a game. This helps protect folks from getting dicked over by newbies or boosted by smurfs.

To remove some confusion and show it in action I am going to pull some numbers out of my ass with no relation to anything. Don't treat them as accurate for jack shit, I just want to show how uncertainty impacts MMR changes its not gonna be accurate to any system riot or honestly what other devs use.

I will show 1 high K factor and 1 low k factor adjustment. High. 1314= 1250 + 32(3-1) Won the game. Now 1314 is the value used by MM for next match range selection. Low. 1270=1250 + 10(3-1) Same as above only 1270 is used. Alone this is not that dramatic. That is good, you don't want a single match to be some Massive MMR value. But what about a 10 games rather then just 1? High would be 1872. (this realistically is probably WAY to high) Low would be 1450.

Now your MM system said that it does not want to make a game with a 200 MMR gap because it feels that represents a very unfair range then Low and High are no longer going to be in the same games barring some extra features like say high range duoing. Not kidding when I say I actively dislike its implementation.. fucking 60-70% of player base ranges are gross.... but only impacts "average" players so its fine long as they are all having fun!

Uncertainty/K factor in most systems gets lower primarily for 2 reasons. Reason 1. an account has played X amount of games. You have put in time the system starts to feel it has enough data points on you to become a bit more accurate about how well you play Vs others in the ranges it used for you. 2. You made it to a benchmark MMR value as You don't want players to climb off luck. I am going off Elos work for this, cuz its documented clearly and he explained why. Grain of salt here as it might be more or different things Riot uses.

Also win streaks as a topic on boards are just freaking idiotic... most folks treat 3-4 games as a "streak" in a system riot claimed needed 150-300 matches. Its just not statistically significant. As you said, Silver players win streak should not be vs Diamond players loss streak. (Small # of games should never result in massive MMR changes. The system needs to value accuracy so it should be made so that it takes a reasonable sample size of games. Riots last official number I recall seeing was it on average worked off 150-300 matches)

Boards concept of a "streak" is stupid. Reality, Its more about win %. Its about a MMR balance. Like a checking account. Wins add losses deduct. A streak of 15 wins is great... but uh.... if you had say 25 losses prior then your looking at a net loss for your check book. K lowers with games so that 15w streak might not even balance out prior 15L.

Mismatches happen from stuff like soft resets and the fact its very easy to lose MMR (just throw games.) should you want to play vs lower skill players. MMR done well prevents bad players from climbing high off luck over skill... which is exactly what you want in a skill biased competitive ladder.

Riots League system will play catchup for Divisions to assigned MMR. Your MMR gap gets to big? skip divisions. Remember how I was talking about features for player perceptions? Riot made it a bit harder to drop out of Tiers. You have to make it an entire tier below in MMR to get demoted last time i checked + on top of that they also give you a warning your about to get demoted... Apparently players get upset when they demote tiers.

Do you see why Tiers don't do a good job of representing uncertainty? The moment your out of Placement matches you are in a tier. Pulling exclusively from that Tier exclusively has issues with Population size, MMR gap between tier as MMR moves faster then LP. You get some weird interactions between uncertainty and tiers and have to remember that as a developer your MM system will need to still be allowed build a game at the end of the day for any users to actually play a match.

The advantage of Riots LP system is you can have a more dramatic MMR change and higher K values in a team game then a purist MMR system. It also hides that you honestly expect 50% or so of all users to lose MMR from the starting value they had.

Downsides are fucking duo is done bad. Yes... It wont break the game but man it makes mismatches and MM has to deal with shitty range gaps. Other downsides are things like people are distrustful of the system or the fact is that most everybody thinks they are better then they actually are. Trend is People treat their "Good" games like they are their "average" performance.

MMR is meant to represent your Mean average between on and off matches. MMR when its accurate Is supposed to represent a range of expectations, on or off, Rather then some absolute value. With a constantly changing meta and game, MMR is also meant to self correct and move players up or down at any and all times depending on performance.

AnotherFeeder1 votes

[{quoted}](name=Kitsuné Orrion,realm=NA,application-id=3ErqAdtq,discussion-id=ZrYmYEEo,comment-id=00000000,timestamp=2019-05-01T23:25:35.374+0000)

I appreciate that you took thought and time and put it into your reply, but you're coming at me from the perspective of someone who thinks it's fine as it is... when it's... not, given the volume of complaints this season about the subject. I was here in S6, and it wasn't this bad.

I'm not saying you're wrong, but I can't debate you on this because it's likely neither of us will change our stance. I want discussion, not someone kissing up to them and saying it's A-O.K.

...but... on the off chance you do want genuine discussion;

...and if you want reasonable discussion knowing all of this... where do we start? The basis that none of us have any definitive proof of how the matchmaking works after they fucked with it? The basis that it's more miserable than it was for the general populace?

You need to remember, there weren't this many complaints before their changes or the new season. If this was really about people trying to pin the blame on everyone else, then that factor wouldn't exist.

These complaints have literally been every single season. Let me explain why u think this is unique.

Matchmaking complaints are a rebranding of the "cant climb with these shit teams" complaint that have always been here.

Why?

Because matchmaking in high elo HAS been fkd by the addition of grandmaster and alot of these complaints were and kind of are still very real UP THERE. Alot of people got to high elo that were diamond every season b4 this one and it fkd with match quality severely. This made streamers who were dealing with this make videos bitching about matchmaking and low elos adopted it as their latest excuse.

Another factor being that absence of a late game and faster paced games make alot of games feel very pointless if players are outclassed, and this WILL LOWER OVERALL WINRATES FOR BETTER PLAYERS WHO ARE CLIMBING. Anyone should be able to concede that snowball meta at least does that. However games are not coinflips if u are actually better, u can still carry the majority of ur games.

So long as no one wants to admit that their performance in their games is average for their elo, there will always be this debate. If u seriously dont believe a player can break the 50% win rate curse look up this account on op.gg. i do a smurf for every time i wanna try out a new playstyle and i never get stuck in low elo even if im not that great at what im playing.

ChargeItDownMid1 votes

[{quoted}](name=Kitsuné Orrion,realm=NA,application-id=3ErqAdtq,discussion-id=ZrYmYEEo,comment-id=00000000,timestamp=2019-05-01T23:25:35.374+0000)

I appreciate that you took thought and time and put it into your reply, but you're coming at me from the perspective of someone who thinks it's fine as it is... when it's... not, given the volume of complaints this season about the subject. I was here in S6, and it wasn't this bad.

I'm not saying you're wrong, but I can't debate you on this because it's likely neither of us will change our stance. I want discussion, not someone kissing up to them and saying it's A-O.K.

...but... on the off chance you do want genuine discussion;

...and if you want reasonable discussion knowing all of this... where do we start? The basis that none of us have any definitive proof of how the matchmaking works after they fucked with it? The basis that it's more miserable than it was for the general populace?

You need to remember, there weren't this many complaints before their changes or the new season. If this was really about people trying to pin the blame on everyone else, then that factor wouldn't exist. But it does. You and I both know that isn't all there is to it.

If you want to tell me "that's not how it works" then you're doing to me exactly what they've done to you: ignore an argument because it doesn't fit their own narrative. It kinda' makes it hard to find the truth :)

Addendum: I'm not saying my games aren't 'balanced' (yeah, people've told me I'm just unlucky and I guess I buy that) but that's part of why I'm saying all of this. If it was someone else, people'd try to dismiss it the moment they could find a superficial reason to. "It's MMR! They belong there, going 24/1/4 like that and single-handedly carrying!"

Your claim that things are much worse this season compared to prior seasons. During this time, matchmaking has remained constant while the meta has changed fairly dramatically. So why are you so fixated on changing matchmaking? It has nothing to do with the problems that plague this season. You can't fix the snowball meta with matchmaking. You can't fix poor game balance with matchmaking. You can't fix a misguided player behavior team with matchmaking. All you can do is make things worse when you ignore the problems and shift the focus on one of the few functional elements holding the game together.

5050BS1 votes

The issue is that Riot thinks their MMR system's guess as to where you "Should" be after 50 games is Right. Often (like 8/10 times) its wrong.

Match Making shows us this.

Kai Guy1 votes

Riots last official numbers on system accuracy was 150 to 300 games. Where do you get 50 from?

5050BS2 votes

I agree but Riot wants the Climb to be as grindy as possible.

Literally every aspect of the game other then its game play has brakes on it. (LP, BE, EXP)

Kai Guy1 votes

I will keep telling you this every single time you claim its about making the climb grindy. I guess its not sinking in yet. Fine... I will resort to caps lock to hopefully help this sink in. THE CLIMB FOR THE MAJORITY OF EVERBODY ON THE LADDER IS LITERALY INFINTY LONG IN A BALANCED AND FUNCTIONAL 100% FAIR MMR SYSTEM.

How exactly do you out grind forever?

The grind is getting to a range you cant impact the game enough to climb but your not out classed so badly you handicap your teammates and sink because of a lack of skill. that's it... once your at a range that's representative of your skill you float there forever until you have a negative or positive change on said skill.

Realistically we are looking at a range of a few hundred games but that gets a bit lower as you near said range and your account experiences soft resets rather then the base starting MMR value for all newbie accounts to a Que.

ChargeItDownMid1 votes

How would that even work? Rank/division is calculated based on mmr. That value cannot exist until after mmr is calculated so you can’t use rank/lp in the calculation of mmr.

Morticianjohn1 votes

Matchmaking is not currently significantly different from past seasons. The issue you are experiencing is that games snowball differently than in the past.

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