Matchmaking that doesn't suck

Lanakila Au·3/18/2018, 4:39:32 AM·5 votes·439 views

I feel that how the current matchmaking is set up, it is fundamentally flawed.

If you are in promos or have a high mmr, the matchmaking places you with bad players vs better ones and says, "hey carry." This system may have worked in the early seasons when carrying games could be a one man job, but that is no longer the case. This system is very outdated but yet hasn't been touched much. There are so many more tools to analyze a players level of play that weren't available when the matchmaking system was devised. It forces you to go to jungle or adc or play extremely snowbally champions and play multiple levels better than your opponents just to win. This leaves mains of other lanes at a large disadvantage. This can be demonstrated by looking at the accounts of various streamers that play other lanes, an example being hashinshin being only plat as opposed to masters in other seasons.

A better way of matchmaking would be to jump up the player into the games of the players above him. If someone is attempting a gold promotion, they should be placed in a game with all gold on each side; not forcing them to carry silver players vs a gold team. You then use the other tools available, such as gold income, damage, obj damage to determine whether the player is keeping up in this elo. Then it doesn't matter if you're not playing high risk carry champs, as long as you play your role how it should be played. If they're getting carried, then less lp on win; but if their stats are high compared to this elo, then more lp on win.

There are some advantages and disadvantages for both systems so I am curious about a rioters opinion on this issue.

8 Comments

TempName748143/18/2018, 6:36:16 AM3 votes

dodge if more than one of your teammates has below 50% winrate. your mmr is not affected by dodges, so your net lp change WILL be positive http://na.op.gg/multi/query=

Dysnomia3/18/2018, 6:33:53 AM2 votes

When they give you 19% win ratio player as a jungler, in a game where he ends with 1/15/2 - it must have something to do with the fact i had 70% win ratio until that moment. Riot lovers will jump in with "git gud, working as intended, you belong there" bs like always.

haaaaaaalp3/18/2018, 11:15:09 PM1 votes

[{quoted}](name=Lanakila Au,realm=NA,application-id=3ErqAdtq,discussion-id=kpyGEEit,comment-id=,timestamp=2018-03-18T04:39:32.877+0000)

I feel that how the current matchmaking is set up, it is fundamentally flawed.

If you are in promos or have a high mmr, the matchmaking places you with bad players vs better ones and says, "hey carry." This system may have worked in the early seasons when carrying games could be a one man job, but that is no longer the case. This system is very outdated but yet hasn't been touched much. There are so many more tools to analyze a players level of play that weren't available when the matchmaking system was devised. It forces you to go to jungle or adc or play extremely snowbally champions and play multiple levels better than your opponents just to win. This leaves mains of other lanes at a large disadvantage. This can be demonstrated by looking at the accounts of various streamers that play other lanes, an example being hashinshin being only plat as opposed to masters in other seasons.

A better way of matchmaking would be to jump up the player into the games of the players above him. If someone is attempting a gold promotion, they should be placed in a game with all gold on each side; not forcing them to carry silver players vs a gold team. You then use the other tools available, such as gold income, damage, obj damage to determine whether the player is keeping up in this elo. Then it doesn't matter if you're not playing high risk carry champs, as long as you play your role how it should be played. If they're getting carried, then less lp on win; but if their stats are high compared to this elo, then more lp on win.

There are some advantages and disadvantages for both systems so I am curious about a rioters opinion on this issue.

Matchmaking actually already works like how you suggest except for the using gold income part. Everyone is given an mmr ranking and the game will always look for 10 players with as close of an mmr as possible while still keeping role select and queue times reasonable.

If you are interested in riot's opinion on the issue, here is a reddit topic where the guy who made the system commented: https://www.reddit.com/r/leagueoflegends/comments/7m0bzs/streaky_matchmaking/

I mean, if you're 30 skill, we try to make a game of 30 skill players. Our system works as you suggested it should.