Ward score, roam dominance, cs... etc. All of these and more are closely correlated to individual skill level
Only, Not every Ward placed is relevant to a game so that stat is really easy to pad. CS at the cost of map pressure is bad And not every champion will want to roam at the same frequency due to play patterns. So... Hows this more significant then Winning games consistanty? If you say its done champion to champion then its impossible to use for MM as champion selection, as I keep mentioning, happens After a lobby is made.
With out usable metrics for MM your still gonna need to run a MMR system which is at its core a mathematic concept that does not give a shit about gameplay experience. Seems like your aware of this becuase
Applying a variable score as a coefficient to any mmr equation is child's play
Ok. so then Why do you see IDENTICAL QQ complaints about MM for games that do this? Why is there the same low quality "fix your shit MM! Stop giving me ass teammates! Ranked Sucks. MM IS GARBAGE" for games with Statistic Rating adjustments or Performance Rating adjustments?
I already mentioned it, there are Devs other then Riot who do this. They get the exact same fucking thread after thread of players whinning about teammates that and they can often be copy and pasted between fourms and boards with no differences in content.
I reject outright your rather silly premise that these games are inherently likely to snowball,
For me I view it as just a core part of the genera and the logical view on gameplay. This is built, as I mentioned, from playing numerous Moba games.
Fine. Q and A it.
In league are the comeback mechanics so strong they outweigh the benefits of a lead?
When you get ahead vs some one of Equal or lesser skill it does not give you an edge?
You don't think the gains and gaps generated for gold, Exp, and Map pressure gained from consistently being ahead of your counterpart are an advantage towards winning the game?
I don't see how you can look at The power spikes come from Level ups (ability improvement and stat gains), Items (Gold), and Objective Buffs (stats and map pressure) and Losing towers makes the map more dangerous to the team who lost the tower. So its weird for me to see folks behave as if the momentum is even for both teams.
If comeback mechanics are not strong enough to compensate and the majority of players are equal skill. why the hell would the team in the lead throw it so badly they allow the enemy to recover?
What in the gameplay makes you think building momentum will not snowball matches at "equal skill"?