How is 0 deaths in a winning game an A+

YambrinZ··1 votes·755 views

Shouldnt 0 deaths in a win be an auto s+.....not sure how it can be played better?

6 Comments

Zach Sandwhich4 votes

Probably cause your CS was shit.

Subject 53 votes

Because 0 deaths = a likely 0% participation in the actual game.

Score is dependent on Kills, deaths, assists and MOST IMPORTANTLY your creep score. Perhaps some minor things that I didn't mention, I can feed out of my asshole, then put whipped cream on it, force the enemy team to continue killing me over and over again because they just love the hell out of the flavor; still get an S+ because I was farming the entire game. It is actually pretty funny how much CS-score matters to the ranking system.

420 grams2 votes

Afks usually get 0 deaths. Do they deserve a S?

Derenik1 votes

Ye, i can sit in base all game and get a win to get s+, good logic.

YambrinZ1 votes

CS meaning that much blows then. I was wondering why I was getting s- at best as supports. Ty friends.

Avienal1 votes

{quoted}

Shouldnt 0 deaths in a win be an auto s+.....not sure how it can be played better?

Too many reasons to go over for that logic.

  1. Were you actively obtaining CS and/or kills/assists?
  2. Were you actively helping with objectives such as turrets, dragon, rift herald[seriously ignoring him is a bad idea considering his potential for lane pushing brings and solo fights against one or more enemy champions] and other useful objectives like crab, red/blue buffs?
  3. Is your champion picked so often and so ridiculously easy to play that the S rank Average bar is set to ridiculous heights where it feels more like every time you do get a S rank, the rest of the champions also get harder to S rank for a chest, just like key fragments?

The absolute answer: League of Legends needs a fixed skill set of bars based on champion kit and what not to determine how good you need to play or a champion to work. Not based on how good players are playing it in general, since not every champion gets played in its usual state that usually ends up with it being over powered long enough to mess with the skill bar mastery average. They can just simply update them every few patches or several of the champions based on its play rates, win rates, etc. such as if its played excessively and/or has a extremely high win rate, then make the mastery bar high. Like'wise if a champion is either picked not often and/or has a low win rate, then make it easier to achieve S rank with them since its already a 'off pick champion'.

But especially keep ranked mode averages away from 'regular mode' averages on some separate system for mastery so 'masterful pro'like' players aren't warping the average with constant high mastery rates with the champion(namely crushing everyone like its nothing and barely ever losing at all).

[slayer-jinx-unamused]

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