Changes to LP gains that should be implemented

Chickendoodles·3/29/2016, 4:52:37 PM·2 votes·697 views

NOTE:(Everything that is important to this concept is bolded)

LP gains currently are based on whether the team won or loss. So the injustices that come from this system is that even if you were 13/0 you will still lose 20lp. The same goes for when you win and you carry that one derpy player who went 1/9 with a 9/2 score, the both of you gain just about the same amount of LP while you did way more than that player. That is not representative of each players skill, so I propose this change in order to curve this issue and make sure that players are gaining what they deserve

Change Make LP gains be based on a ratio of 50:50. 50% is based on a win/loss and the other 50% is based on player skill.

How this will work is (just throwing random numbers) lets say that you win/lose 20 LP a game. The win/loss part of that LP is quite simple as you will gain/lose 10 LP for that match, the other 50% is a little more complicated though. The other 50% will be calculated based on the following:

  • K/D/A: Doing well individually is a good start in this system. Getting kills, not dying and helping in fights, simple as that.
  • Damage to Champions: Because wittling down enemies so your carries can get them is something that should be recognized.
  • kill/Cont: Being apart of team fights is important in a team game where fights happen a lot throughout the game. So a higher Kill/Cont is important
  • Damage to towers/Taking Towers: Currently the game only calculates towers taken but I am sure this is something they can add. So before anyone argues that split pushers will be lacking in kill/cont, this aspect makes up for it. Champs that tend to get towers over fighting can get rewarded as well. Or if your team is pushing down a lane, being there to help take the tower also counts towards this.
  • **Objectives taken: **Lets not forget to help get Dragon/Baron/Rift Harold.
  • Wards Destroyed: A minor consideration but if you are denying the enemy teams vision then you are helping your team win.
  • **Healing/Shielding: **Because saving your teammate with a clutch heal should be recognized.

So the above stats and actions are a good base for this system (If I forgot important ones let me know but CS and Wards placed were purposely left out) and what the system does is it takes the averages of all the stats from a match and compares each average to yours with an allowable deviation of a few %. The more stats you have at the average or above, the more LP you would gain within the 50%. However you do not need to do everything perfect in a game in every aspect. It is centered at looking at what you did to make sure that you contributed something in the match. You do not need to contribute to every stat in order to get the full 50% of your 20 LP potential.

The reason I am calling for these changes are due to the fact that climbing as an individual is quite difficult. Being punished for other's stupid mistakes is not enjoyable and I am sure that many of you would agree so by implementing this system would ** TL:DR: A change to the LP system that makes LP gains a 50:50 ratio of a win and your skill. The system checks all the above stats and makes sure that you contributed something to your team before rewarding you all your LP BUT also makes sure that if you did a lot for the team and did well individually but still lost, then you will not be penalized as much LP for the loss.**

15 Comments

Live2LetDie3/29/2016, 5:02:12 PM1 votes

Would promote the KS mentality for everyone including the supports who's stats are effected the most by losing. You think your team is going to lose? Take every kill and completely ignore them to boost your stats for less lp loss

Powderkegg3/29/2016, 5:24:16 PM1 votes

Still very abusable.

Sona Ping3/29/2016, 5:40:37 PM1 votes

If you somehow got to be 13/0 and the game was a loss, that loss is your fault.

Mysticman893/29/2016, 8:08:33 PM1 votes

You know how much LP gain/loss you have is based on your mmr right? Win/lose is the sole determination of if you gain or lose LP yes, but the actual amount depends on your mmr, so it is not the case that the derpy player on your team is gaining the same amount of LP as you do.

If you consistently perform well, then that's prone to be reflected in you mmr, and similarly for people who consistently do poorly. As a result the players consistently performing at a higher level than their division would indicate will find themselves gaining 25+ lp for wins and only losing 10ish, while the derpy folks might have the opposite numbers.

That system is somewhat less prone to abuse than the one you describe since it focuses on the consistent skill level of a player, rather than being sensitive to particularly good/bad games. Additionally, having people focus on winning and winning alone is pretty important, as otherwise people might be tempted to feel like they have to make risky plays to get credit for contributing. Theres plenty of games where the strategically right thing for a player to do is basically to hang back and not feed and simply let themselves be carried (e.g. in cases where they were counter picked or discover their lane opponent simply is mechanically superior). If they can be helpful that's great, but if for whatever reason they can't be, then they shouldn't feel like they 'have' to in spite of that, as often times that just makes it harder for the ones doing the carrying as they try and fail to help.