Change the LP Rewards System
tl;dr
Move away from an MMR system that rewards/takes LP based on momentum of wins or losses, and replace it with a system that rewards LP based on player stats within the games.
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I want to preface this by saying that I understand how the MMR system works, and I understand the majority of the pro's and con's to it and so on. But the major flaw to this system now is that we've moved away from a points system to a tier system when it comes to our actual rankings. But when it comes to climbing the momentum of our climb is still inhibited by a points system, regardless of whether or not you're winning or losing. At the end of the day, if you get into a promo, lose the promo's your MMR takes a huge hit in the process and kills any momentum you had in the points system, hurts your match making, etc etc. And usually if you break even in wins/losses after losing a promo you still take a loss in your net sum or LP.
Which I think it's time to actually move away from this. It's time to reward, or punish people base on game play, and the individual games. Match making using the MMR system is fine still, because I'm not really sure how you would replace that concept. But when it comes to LP rewards for games, it should be altered.
Basically move the LP system to 100 points per game. Collectively 100 points are won for the winning team, and 100 points are lost for the losing team. But then develop some kind of algorithm that incorporates stats like cs/m, kpa, kda, total kills, deaths, assists, objectives participated in, etc etc. Then confine the scores to a max of 28 LP and a minimum of 12 lp. But someone can only score 28 lp if another person on the team scores 12 lp. That way if the win is roughly an equal team effort, then everyone gets roughly 20 lp. But regardless of how the LP breaks down the total sum is still 100. And obviously team member that posts the best score gets the best LP reward, whether that be the higher score if on the winning team, or lowest score if on the losing team. Also, I'm just using 100 as an easy to use number, but it might be more beneficial to use a lower number, such as 90, or 80. Something that doesn't make it too easy to climb. Without looking into global win/loss statistics, I couldn't for sure say what these numbers should be.
This kind of system actually makes it more difficult for players to piggy back their way to higher elo's by duo'ing with better friends. It protects players who play well even in losses. It would punish players who buy accounts or generally speaking find themselves in elo's they don't belong in.
So anyways, I can't seem to come up with any real reason why this system wouldn't work. Anyone with any thoughts feel free to share.