While I do agree with your decision OP, I believe that we shouldn't passively allow people to gain more IP (ex: increasing IP gains per minute and etc), but what RITO can do is make us earn bonus IP for doing those "special little things;" like how someone has previously said,
{quoted}
Remember when people played games to improve themselves and have fun? IP alone is a shitty reason to play the game a lot
What RITO could do is combine those two "suggestions," and give incentives, cough Bonus IP, for people who try to improve themselves or achieve a goal.
Like, you know; one example we had is the IP thing which gave Bonus Ip the more people you played with (This one encouraged people to play together, no matter if you lost or not), so what we could instead do is reward people for IP for, say, "having assist equal or greater to the average of your allies' kills."
How this would go out: Say, your top has 5 kills and, to make everything simpler, the other 3 has 5 kills.
The average of that is 5 (duh). And your assist is... 5 (or more if you're a support). Since you have assists equal to the average of your allies' kills, 5, you will be
rewarded with bonus IP for that game and your next games and so on...until that day ends. {This can depend on the situation. For example, we can have it so it only applies to one game but gives "the same or greater IP bonus" than the first win of the day for just that ONE GAME, or we can have it as a small multiplier for an infinite amount of games for that one day. (it's small...but the bonus IP is more according to the amount of games you play)}.
After that day ends, a new objective will be given.
Well, what's the Pros?
Let me tell you, this could be used to, indirectly, encourage people to play stuff they don't usually play. Like support! In accordance with the example I just gave, as you know, it's probably way easier to get assists as support as they have more team-fighting/team-supporting abilities. The example I gave also encourages people to help in team fights or play in team fights (but my original goal was to encourage people to do something)!
It's not only restricted to my one idea. There can be like say... a one-game reward for getting the dragons four in a row! (??? I don't know the maximum amount possible), or how about, not reaching the above amount of deaths, so that people (might) build ways to counter-act the reasons why they are dying.
How can this backfire? A Bunch of Ways.
Humans will always find something to complain (Some people just keep it in their mind better), so when someone, hypothetically, dies because of someone else's mistake, the common reaction (or a toxic person's reaction) is to unleash their hate and arrogance on that person for the whole game. I...I don't know how to solve that problem. There's probably a bunch more flaws in my "proposed system." Like, ideas running out (365 days!!!? Ahhhh, or maybe it can be applied for a whole week instead of one day?? :O), the need to code this in the system in some way (what if the technology is not there to do that yet?, and etcetera...
teal;deer: For the time being, I believe there could be a more pro-active solution, one that encourages people to play and improve, to the difficulties of "IP gains" instead of inflating the amounts of IP you gain for each game (I mean that's fine, but... we can do it better! Come on xP).
Thanks for reading the long paragraph.
(I'm thinking of organizing this and turning this into a separate post).