How riot can easily impliment a change to improve the experience players have in ranked play

Grunt666·4/3/2018, 5:07:10 AM·7 votes·553 views

The system already exists oddly enough. The real problem with ranked play is that everyone on both the winning team and losing team are either rewarded or punished equally which creates a big meaningless pile of chaos of players with their skill of play rarely objectively measuring their skill at the game. I can go 0/20/0 and win a game where the rest of my team went 20/0/20 and I will walk away from that ranked match with the EXACT SAME REWARD as my teammates who clearly are superior players who deserve a far larger reward than I do for that win, this isn't fair and it only ensures a longer number of games will be required to sift players to their true rank. The current system also leads to immense passive toxicity, you all seen it, player x is angry and sabotage's the match in a way that isn't intentional feeding, and they don't type mean things and thus they will never been punished. I am talking about that silent player who QQ's they didn't get a gank and then sits alone in the lane or jungle never participating in the game for example turning the game essentially into a 4 v 5.

Riot already implemented a system that gauges a players relative contribution based on performance metrics That grading you get a the end of the game... All riot has to do is implement a scaling LP reward or penalty that is augmented by that scale. So when that person goes 1/12/4 and gets a C is lucky enough to be on the winning team they get a very small reward of LP, and vice verse that person who goes 20/2/12 gets and S+ on the losing team with everyone else being 1/12/5 C rating they get a very mild penalty for that loss. Suddenly the system will start to sift people faster and more accurately to their proper rank and reduce the noise created by all the people who are carried or feed hard.

It will also help curb a lot of the passive toxicity which many of us find far more frustrating than a player who types omg jungle sux.

TLDR Use the current grading system to tailor lp gains and loses to the players contribution or lack thereof. Average performance would get typical lp gains or losses, below average will get lower lp gains or larger losses, and a higher performance would get greater gains or lesser losses all relative to their teams average performance.

17 Comments

xPhantomDancerX4/3/2018, 6:16:28 AM6 votes

Omg this! This would make all our ranked games so much less toxic! If people actually know that they get rewarded and punished depending on how THEY do and not how their TEAM do, people will be a lot less toxic, and the ranking system would be a lot more fair. I just had a 18/3 game but still couldn't carry because top lane decided to play an adc champ top, and I lost 20lp in that game despite doing good. Things like this just makes people want to be toxic when you get punish this harshly for playing good.

Morticianjohn4/3/2018, 2:40:00 PM5 votes

The grading system does not encourage us to optimize for winning the game.

Leetri4/3/2018, 4:10:01 PM3 votes

They had that in Overwatch and had to remove it for higher ranks because it ruined match quality. Instead of trying to win people would pick certain heroes and pad a certain stat and they'd still end up top 500 on the server with something crazy like a 30% win rate. You can't quantify everything that goes into a win anyway, so it's only gonna benefit people who gets lots of kills or CS. People already complain on the boards that in order to get an S on supports you have to steal CS and kills. Imagine when everyone starts doing that every game so they can maximize their LP gain.

P4 Silent4/3/2018, 7:01:39 AM2 votes

I only hope Bronze VS Bronze Silver VS Silver Gold VS Gold Just like this

I do not understand Why do I often face the silver player But I'm just a bronze player

Madsin254/3/2018, 4:09:42 PM2 votes

This makes ZERO sense. Your performance already has a HUGE impact on win/loss. You say it yourself how "one bad guy can lose the game". So if you worry about your PLAY that is one less person that can lose the game.

If you do all the shit you are suppose to in a game instead of feed and make stupid plays like all the players you blame for "losing you games" you might actually climb.

You can't come up with these little "side-quests to help me get out of silver" it doesn't work that way. This is a team game and it's time you get it through your head.

Supreme Senpai694/3/2018, 12:59:19 PM1 votes

If you go 0/20/0 you're bad and will lose a lot of your games. You'll go down eventually. But if a Singed goes 1/9/4 and gets a C, but forces the enemy's attention top so you can secure objectives, you shouldn't be punished. Likewise, executing would lower your LP gain despite it being better than dying to an enemy.

Few things wrong with it but I like the idea as somebody who does not usually feed.

Grokmir4/3/2018, 5:36:50 PM1 votes

People don't actually get the same reward for wins or losses.

If someone is good enough to consistently win games, they will earn more lp for wins/ lose less lp for losses than someone who loses most of their games.

Its becuase of the hidden mmr system. The higher your mmr, the better players you vs and the better lp gains/losses are for you.