Concept for Balancing Ranked

OhWanderer··1 votes·509 views

Basically a system which rewards you, during a match, for meeting certain milestones. If you are playing a tank, for instance, You could be rewarded for tanking certain amounts of damage which would be tiered (so after getting to lets say 1000 damage taken you would get one point and then 2000 [x2 of previous] would give you 2 points [also times 2 of previous] and so on) and you would have various accomplishments accommodating play style and the champs specific strengths. At the end of the game your total amount of points would translate into your performance rating and the amount of LP you would get. These achievements would be based around what every champ would be based around where each champ is supposed to be doing (so tanks would be focused around taking damage and a little on damage done [ to encourage front lining] adc's would be based around farming, surviving and doing damage, so on and so forth). Hope this concept takes. :)

9 Comments

Deep Terror Nami2 votes

The only point that matters is the Nexus kill. Other numbers than that are irrelevant and can't determine if you were being useful to the team or not.

  • Taking damage doesn't mean you're being a useful tank. You could just run in and take damage that wouldn't otherwise be done, and there's no distinction between that and actually blocking a skillshot from hitting an ally.

  • You can spend all your mana healing up a tank for points, while your carry needs it more.

  • You can keep attacking a tank to pad your damage numbers.

  • You can steal someone else's CS while they're 2 feet away dying.

So on and so forth. The numbers mean absolutely nothing if they didn't result in killing the Nexus, but rewarding them for high numbers will promote it anyway. This is why you are judged only on whether you won or not.

The only way to determine that your actions were truly useful is for a panel of judges to observe and grade you. That's ridiculously infeasible though, so we use the next best thing; if you win.

While losing or winning an individual game doesn't show your individual skill because there are 4 other people you have to rely on, you aren't ranked on individual games; you're ranked over time across many of them. By law of averages, you will gravitate toward where you belong more likely than not.

OhWanderer1 votes

This was meant to be a rough (and i mean ROUGH) idea not an exact science. The idea that you are rated on whether or not you win or lose is deplorable, you have a 50/50 chance (theoretically) of winning so how does it make sense that a system meant to determine which individual player is better is based off of your entire team winning or losing. My point with this idea was to better reward individual play and contribution towards your team by means of encouraging you to do your job, do not be a jerk.

Deep Terror Nami1 votes

Because I find your idea terrible I'm a jerk? I didn't make any insults or anything. If you aren't going to accept criticism, don't post your idea.

OhWanderer1 votes

Not that I'm not taking criticism, I clearly emphasis that this was just an IDEA, not an exact science. and you start posting so drawn out shit i do not want to read because you are clearly being overly literal with it. the reason I called you a jerk is because its people like you who think that league does not need too change that we are in this situation where ranked play is horribly imbalanced. If you honestly disagree with the previous then why did you immediately rant about how much you disagree with the idea that ranked is horribly imbalanced, even though riot admitted it.

Deep Terror Nami1 votes

Um, I was explaining why it was a bad idea... If I had just said "ur idea is dumb" then you would shrug it off and not even consider the repercussions of your idea. Why do you keep trying to dissuade people from disagreeing with you? That's not how discussions work.

OhWanderer1 votes

Why do you people always try to dissuade people from thinking differently, i always see it. Some one introducing a new idea and other people shit in his face for it, if I do not refute your argument then people have no reason to think that what you are saying is biased an wrong, and like wise they have no reason to believe i am right. You can not just go around commenting on how wrong people are all the time, try to look at what his main point is and take out what is strong about his core idea instead of just trying to make yourself sound like some wizard know it all badass.

Warui2 votes

[{quoted}](name=Deep Terror Nami,realm=NA,application-id=3ErqAdtq,discussion-id=gl6uKNK8,comment-id=0000,timestamp=2015-10-30T02:13:16.776+0000)

The only point that matters is the Nexus kill. Other numbers than that are irrelevant and can't determine if you were being useful to the team or not.

  • Taking damage doesn't mean you're being a useful tank. You could just run in and take damage that wouldn't otherwise be done, and there's no distinction between that and actually blocking a skillshot from hitting an ally.

  • You can spend all your mana healing up a tank for points, while your carry needs it more.

  • You can keep attacking a tank to pad your damage numbers.

  • You can steal someone else's CS while they're 2 feet away dying.

So on and so forth. The numbers mean absolutely nothing if they didn't result in killing the Nexus, but rewarding them for high numbers will promote it anyway. This is why you are judged only on whether you won or not.

The only way to determine that your actions were truly useful is for a panel of judges to observe and grade you. That's ridiculously infeasible though, so we use the next best thing; if you win.

While losing or winning an individual game doesn't show your individual skill because there are 4 other people you have to rely on, you aren't ranked on individual games; you're ranked over time across many of them. By law of averages, you will gravitate toward where you belong more likely than not.

Nice rain on an off the drawing board ideas.

The idea is based on the person(s) played influence on the game... I.E.,

If an ADC is higher damage something like: (Damage done/Deaths)/(Average damage/death) of that champion... reward them for being well at it. If a Support is getting assists for spoon-feeding their ADC kills. If a Mid (tbd) kinda a hard one to assess for things worth rewarding... maybe CS/10m + KDA + Roaming K/A + Objectives (Towers/Dragons/Baron) If a Top tank has a higher ratio of (damage taken+assists)/deaths + enemy deaths due to the tank being a frontliner. If a Top bruiser has a higher ratio of (damage done + assists)/deaths vs average). If a Jungler has ((Obj k/a) + (Gank K/A) + (Jg CS) / (deaths) ) vs average.

These are suggested rewarding objectives... I'm open for scrutiny, not a terrible person trying to bash everything.

Deep Terror Nami1 votes

See, you are open to discussion, unlike the OP. The idea can be worked with if given the opportunity.

Warui1 votes

Agreed but something like this and also a flat out MMR reset for each season as they have usually heavy changes that differentiate them from the last one... And because of that they need to be segregated from each others MMR... Due to the changes and updates... And it would show that a player has improved or not since last season.

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