Riot lp system is roten + my solution.

Valenrod··1 votes·866 views

Hi guys, who can explain me this why then i win a ranked match i get 16 - 19 lp, but then i lose match i lose 18 - 22 lp. Wtf is this nonsense. It tilts me so hard then i cant climb because i get aft team member and lose so much lp for one match. Is Riot trying to discourage climbing or what. I say person who developed this system is retarded. Its unfair and tilting and makes me want to troll other games just because i cant climb then i get afk teammates. Now i hate this system, but i have a solution. I say give players a chance to climb. Changes: I)Victory: 1)The best player from victorious team ( highest grade) gets 20 lp; 2)The worst player from victorious team ( lowest grade) gets 10 lp; 3)Other 3 remaining players from vic. team get 15 lp; II)Defeat: 1)The best player from defeated team ( highest grade) loses 5 lp; 2)The worst player from defeated team ( lowest grade) loses 15 lp; 3)Other 3 remaining players from def. team lose 10 lp.

The lp change for 1 victory and 1 defeat (assuming that the best and worst player in both matches are the same) : 1)The best players gets 20-5=15 lp 2)The worst player gets 10-15=-5 lp (loses 5 lp) 3)Other 3 players get 15-10=5 lp

This system would separate good players from bad by letting good ones climb faster to their skill level rank while the worst players would stay or go down in ranks. The majority of players would still be able to climb 5 points every games (assuming one is victory and other is defeat) and it would take around 20 games to reach promos.

I consider this system to be fair and encouraging to play and reach higher ranks. I hope someone can see this as i do and if this system would get a lot of visibility and people speaking about this, Riot would implement this lp system. Thanks for reading.

5 Comments

Deep Terror Nami2 votes

{quoted}

It's been brought up. The concern we have with anything that modifies LP gain/loss that isn't 'your team won/didn't win' is that it can distort player behavior in game at the expense of their team. At present if you're trying to maximize your odds of gaining LP the best thing you can do is whatever increases your team's chances of winning the most. If you add LP incentives to personal champion grades however you end up with some situations where players are encouraged to try and maximize their grade at the expense of their team. That leads to cases like players refusing to defend because they think the game's already over and they don't want to get any more deaths, players farming to try and increase their CS for grade purposes instead of just winning the game, players going for repeated kills on weak enemy champs instead of just taking an objective etc.

A Vel Koz Main1 votes

So then just make it so LP Gain/loss is based on what you did in the game? If you lose, it's based on how well you defended against the enemy team/objectives. So like.. Champion Kills in your base reduce your LP Loss by 1. Cap of 5. Champion Assists reduce your LP loss by .5 rounded down, cap of 5. Minion Waves are 0.1 rounded down, so 10 waves defended is 1 cap of 3, so in total 13LP Reduction. For being on the winning side, it could remain the same or have principles similar to the losing team. What's so hard about changing it up to something like that?

Deep Terror Nami1 votes

That's literally the same thing, and is the very problem.

A Vel Koz Main1 votes

No, it doesn't matter what you do in the game if you lose, at tops u get 2LP reduction, thats it. If I'm doing good at warding, and defending the base with or without my team, and I inevitably lose, I shouldn't be punished because the one person whose 0/22 from intentional feeding(as well as other cases of griefing/trolling) or people just inevitably playing bad on purpose which they do in Ranked all the time. With the damage creep, and overloaded champion kits, super minions being too strong, and turrets being laughable. I cannot carry my team by myself out of that, this is a team based game and this is where people who say you didn't carry hard enough just get ignored by me, if it is a team based game, and I didn't carry hard enough. It's because of that simple fact. Ranking should be about where you are placed in terms of skill level and if you improve, you improve, but a lot of times, not improving is INDEED the fault of your team mates a majority of time when things like "or u just didnt ward, or carry hard enough, or don't know how to play your champ" It's not the persons posting fault, it's the teams they get matched up with that they do not deserve, this is why toxicity is so prevalent in the game because the matching is just bad, the balance is bad, and the company behind the game does nothing except watch, balance around LCS when most of their playerbase does not come from Plat or Higher, it's Gold or Lower and the game would be better if they balanced around gold or lower mainly cause you wouldn't have overloaded kits, those kits happen because of the plays LCS people make and after so much of it, it's stale, it's bland, and it overall doesn't appeal to quite a lot of us. The main people who watch those are Platinum+ or the same people who see Zed mid, instant pick him in Ranked first time, feed and complain that they didn't get enough ganks.

Edit: I forgot to add that the only reason I should be losing LP over the amount I gain is if I literally am not trying to win. If I lose, I should only lose LP by a little bit less than I gain so I have incentive to play the next game. Right now it's just, I won a game, but if I play the next ill lose more than I just gained. That's like saying if I'm playing Battlefield and I unlock a weapon and the next game if I lose, I lose any camo/attachments/weapons/gear that I earned the previous match.

MLDzXnRRR1 votes

You shouldn't care about lp, because the matchmaking is based on mmr. You can be gold or plat and be matched with challengers - ask any streamer that plays "bronze to diamond" series...

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