Changes to LP gains that should be implemented
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.**