Champion Mastery - really...

ValyrianBlade··1 votes·1,832 views

I swear champion mastery is a joke...

I'm not even going to complain (more than this line) about how it's hugely dependent on wins/losses instead of your grade and makes the same mistake as everything else concerning game time (a close 55min win is NOT as impressive as a 20min win, and a 55min loss with a good grade who was trying to carry was almost certainly a MUCH better player than the 55min winner with a bad grade who likely got carried).

To my point here though, the grades themselves don't seem to be very accurate either.

Here's a screenshot from my last game (Jinx ADC, 3/0/4, 26min). As you can see, A+. The previous game (Jinx ADC, 10/5/15, 40min). You'll have to trust me, I got an S-.

How is it that the 10/5/15 game was rated higher than the 3/0/4 game?

To analyze both games: 3/0/4: NEVER died Had most gold on the map (11.3K, closest was 10.1K) had 250 CS in 26min (9.615 cs per minute) had MORE THAN DOUBLE the CS of anyone else on the map (this was a fight-happy game, closest was 119) Was bot lane and my team had complete control of dragon all game I took the first turret of the lane bot, rotated mid and took the second turret of the game mid. Also took our team's 4th turret (5th of game) bot. Took mid inhibitor turret (1 helper) and inhibitor (2 helpers), took bot inhibitor turret (solo) and inhibitor (1 helper) (secured last hit on all of the listed structures, helped take non-listed structures). Took the second dragon without the jungler. Bought an early homeguard enchantment giving up part of my gold lead in order to get to mid lane fast enough to defend the T2 turret. Dealt BY FAR the most damage to champions (18.1K, closest was 13.5K, 34% higher) Dealt BY FAR the most damage total (174.6K, closest was 100.1K, 74.4% higher) Placed the second-most wards (10, highest was 11) as an ADC, also placed an early pink ward in dragon river bush that survived all game.

10/5/15: Gave up second blood, had 2 of the team's 6 deaths in a 2-6 start Got my first kill after 13minutes Gave up the first turret of the game (but took the second turret after Sivir went mid). Also gave up T2 bot turret at only 21 minutes. Had only 293 CS, only 7.235 per minute (about 2.4 less than the other game per minute). Was the most still, closest was 267. Had the most damage to champions (39.1K to 32.3K as next highest, 21% higher) Had most damage dealt (310.3K, closest was 253.7K, 22.3% higher) Placed the third most wards (14, highest was 26 then 22, supports actually warded that game), never bought a pink ward. Was bot lane and team had total control of Dragon.

Look, I get that it is only an A+ versus an S-. I get that both games were good games.

If I was grading them myself though? 3/0/4: S or S+ 10/5/15: A or A-, maybe even B+

I mean, the ONLY thing more impressive about the 10/5/15 game than the 3/0/4 game was that we had a gold disadvantage up to 26min and it required more late-game strategy than the 3/0/4 game that was frankly a stomp. We'd have probably won the 3/0/4 even if I played below-par (although my amazing cs in comparison to anyone else's there basically guaranteed that my DPS was so high we'd win every fight). We'd definitely have lost the 10/5/15 game if I hadn't played well as I was a key part of the comeback victory. That's already compensated for though via the win mechanic that multiplies based on time (the mechanic I think is wrong, but still, it's there). It also shouldn't really count because I WAS PART OF THE REASON WE NEEDED TO COMEBACK. I mean, had I been CS'ing as well as the 3/0/4 game, had I not died twice in lane early for nothing in return, the enemy team isn't nearly as far ahead and we win more early fights and win the game earlier. My own mistakes contributed to making the comeback necessary. So why does that merit greater reward than the game where I made NO such mistakes and snowballed myself in to an early win?

The 3/0/4 game was clearly the better played game. Like, a full tier better. Not a little worse.

Honestly, I think the system counts kills and doesn't really account for how long the game was or how much you gave up to get those kills. The deaths in the 10/5/15 gave the enemy gold that let them fight. The 3/0/4 kept the enemy poor so we could steamroll. Dying fewer times is MORE important than getting a lot of kills. I'd rather have a 4/1/2 ally than a 10/7/2 ally any day, yet it seems the latter will get the better score by a mile.

6 Comments

NateKiller1 votes

Not sure why you're arguing this when you don't know the full algorithm. I'm certain you're missing some variables here.

ValyrianBlade1 votes

Well of course, but my point is simply that it doesn't matter what variables they use, the system is going to be wrong and give scores incorrectly on a relative basis (I.e. game A is better play than game B, but game B gets the higher score).

See the responses on kill participation for an example.

Gym Leader Yaki1 votes

In the first game you have just a bit under 32% kill participation, while in the second you had 64%. IMO, those variables make you go from an A rank to an S rank. Not solely those, but I'm sure they make a huge difference.

ValyrianBlade1 votes

I'd have to go in to a more detailed view to be sure, but a lot of the kills I didn't participate in the first game were solo kills in lane.

That part of kill participation shouldn't matter. My score as an ADC shouldn't be affected at all by whether my top and mid lanes get kills during laning phase.

Including kill participation on top of other variables that are so strongly correlated to kill participation too (e.g. kills, assists, gold earned, map pressure, etc...) is asking for disaster. It overvalues aggressive offensive play. As noted, I had 5 deaths in the S- game and 0 in the A+ game. If the only thing I did better was kill participation, it shouldn't make it a better game because I also had a much larger death participation.

It was also a matter of the game going longer. By definition games that end at 20min are going to be stomps where other laners get solo kills in lane and I don't participate in those. That doesn't mean I didn't do an amazing job myself. Games that go 50min probably had fewer solo kills to snowball lanes, but also just had a LOT more kills overall post-laning phase to make those kills count towards a lot of kill participation and help your score.

Kill participation in itself is a bad variable to consider. They either need to only count participation in kills after a certain point (10min, after first turret dies, etc...) or not at all. I shouldn't be penalized because my top laner snowballs to 7/0/0 in the first 10 minutes. Nor should he be penalized if I do the same and we both have 50% kill participation because of it.

BerserkGoldfish1 votes

kill participation is a thing.

ValyrianBlade1 votes

And it's either used incorrectly or given too much weight.

Why should a player not participating in solo kills in other lanes in the first 8 minutes of the game count towards their individual score? Having an ally that dominates their enemy (or an enemy in a different lane that's feeding) doesn't indicate anything on your individual play.

Why should a game where I go top and go 14/1/5 by the 20 minute point when the enemy surrenders get two drastically different scores in two scenarios:

  1. mid is really good too and goes 8/0/1, and I have the only death on my team. Say overall I have 50% kill participation and 100% of the team's deaths.
  2. mid is really bad and goes 0/4/0. I have 100% kill participation and a very small portion of the deaths.

In either game, I was doing well enough to carry hard and win. Why does having a good teammate who got a bunch of solo kills in the laning phase affect my score?

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