A Different Take On Ranked

Kohna·10/24/2018, 9:21:45 PM·1 votes·694 views

Hey guys, Kohna here!

As this season's drawing to a close, I wanted to take a look at next years ranked rework and honestly I'm excited! It seems like a lot of the changes that need to be made are being addressed. But as I'm sure a lot of you guys are aware that it seems like the end of season means that final push to rank up is so much more difficult! Maybe its that there are more try-hards... but lately the amount of trolling, smurfing, quitting and afking has been ASTRONOMICAL!

But this isn't a discussion to complain at my personal silver struggles... but instead it's to take a different approach to how ranked ques could work... and heres my idea...

I feel that the first flaw to ranked is that its based off winning or losing as a team vs individual performance. Now I know that this is a hotly disputed thing that has come up a lot. But in a ranked solo duo game... shouldnt that be more about individual skill? This isn't the LCS ;) But then i started to see the issues with it being player performance to gain lp instead of winning or losing. So why not make a hybrid approach to the game.

Factors to think about:

1 - Winning/Losing - I do think that this should be a major part of gaining and losing LP. Mainly because it has to be... and its a team game!

2 - Player skill - Should be included in this as well! Players should gain LP based on performance! Thats right I said it! That way smurfs level up faster. That way boosting another player in duo que may be a bit harder! It makes people actually learn the game! This would also allow for people to continue to play their hearts out even if the outlook is... bleak... If a player quits and now its 4v5, or even if your bot lane goes 0/20/0... That shouldn't be the knife in the coffin that decides the fate of a player who is playing Extraordinarily! Take in factors like CS, Map control, KDA, Positioning, Objective control, Etc.... My life as a tank is often dictated by the skill of the damage dealers on my team! So if one preforms at a diamond level as a tank, theyre not likely to succeed if the damage isnt behind them (just an example).

3 - Quitters and AFKs - I get why player performance would be an issue here. If some one just quits out then we dont lose as much LP and everyone wins! How do you fix this! I think turning a blind eye to this is an issue.. or giving a 3 day ban or whatever is not the right idea! Instead, maybe look to see what time they quit, or what time did their performance completely drop off and adjust the LP loss accordingly. I can't begin to explain the amount of LP I personally have lost because of this! So by looking at player skill and their role on the team should help ease the blow so to speak!

      For example: 
      Lets say someone quits 10 minutes into a game and makes it a 4v5. Now yes i get that it still can be winnable! But for the average player.... it's not. So instead of waiting 10 minutes for them to end or ff15. Give players a reason to keep play even tho chances are it isn't gonna end well. If you give a value to ones CS score, Objective taking, Kills, Deaths, etc... and add it to the value of winning/losing... maybe if someone quits i lose 4 or 5 LP, or maybe even gain 4 or 5. And that player that quit takes a bigger blow since their cs, objective taking, kda, etc would be very low. They then lose much more LP than the rest of the team. 

The same goes for winning. But more specifically at smurfing. By using the above approach. They would gain much more LP than the average player. Thus ranking up much faster. But this presents a problem at higher ranks. Wouldn't LP gains be too high? Well to combat this, take the average Stats for positions at that specific rank and compare that to what they scored in game! Thus making better players climb higher!

I realize that this system would present flaws of its own... but I wanted to see what the communities opinion was to this! Please let me know in the comments below! Happy Ranking!

1 Comments

Nevurwin10/24/2018, 11:12:12 PM1 votes

Riot already has the foundation set for LP gains/loss for performance, they just choose not to do it.

A while back i suggested they could use the grading scale to implement an LP Bonus on your matches.

For Example, if i WON and received an S+, i would get a 5LP Boost in addition to what i would normally gain.

If i LOST and received an S+, i would Mitigate 5LP from what i normally would have lost.

A model would look something like this :

Win - Normal LP Gain (15) - Grade A+(+2LP), S-(+3LP), S(+4LP), S+(+5LP) ... Winning with an S+ would grant me a total of 20 LP.

Lose - Normal LP Loss (15) - Grade A+(+2LP), S-(+3LP), S(+4LP), S+(+5LP) ... Losing with an S+ would result in a loss of 10 LP, instead of the normal 15 LP.