My organized Rant on Dynamic que and season 6
Attempt number 6? Lets go.
Hi their, I am PhantomGG, formerly known as PhanatosG2. Some of you may know me as the guy who makes overly long posts and rants. Here is my overly long post and rant on Dynamic Que. I will make it as organized as humanly possible, but this topic is not for those who wanted a short post. In this topic I will list points to support my argument in why this is the worse season for ranked ever, in HISTORY, and I will than follow up those points in order.
The changes for ranked this season are horrible, as this has become the most luck based season ever. Here is why
Reasons
-The modern level 30s are what level 20 use to be from how they changed exp -The Randomized dragons -You are allowed to be boosted by friends for free -You can get five man groups who crush a group of solo players -The badge system
THE LEVEL THIRTY SYSTEM
Source-http://na.leagueoflegends.com/en/news/game-updates/patch/patch-65-notes
If you read the following topic it shows the changes in the quote
"So what do we have in store? While we’ve got some power reductions to some of League’s main offenders this patch, much of 6.5 is a love-letter to these bygone generalists, increasing power in ways that aim to sharpen those niches as more than just ‘pretty good.’ Oh, and leveling an account to 30 now takes half the time it used to. There’s not really a cool narrative to tie that to, but it’s pretty huge for new players. A moment of silence for those of us who survived the grind."
So the modern level 30s from 2016 basicaly at the skill level a level 15/20 use to be back from the years of 2015 and earlier. And I dont know about you but back when I was level 20 I freaken sucked at this game, I was terrible. I barely even knew how to CS, I didn't even know what Stutter Stepping was! So the fact they made this change where brand new players can basically instantly jump into ranked was such a horrible idea. You ever wondered why in all your games their is that one guy who always feeds who has a silver or bronze border? This system is more than likely why. For that "one guy" is more than likely a guy who hyper leveled his account, or got someone to do it for him, and is now thrown into a hoard of players who have a skill level he has even yet to even grasp at. We insult bronzies and silvers a lot but fact is any bronze or silver played can easily crush a legit new player at this game. So why are we allowing new players to play against people who have been practicing for months to years at this game?
On the side note, they said in this patch not a reason they did this is to make the game more appealing to new players from "how awfull the grind is" But my question is.
Why do we even want players in our community who aren't willing to tough it out? In a competitive esports game we only want the best of the best. If a player can't even spend a few months grinding to level thirty, than in my opinion, he doesn't deserve to play ranked. Their is a nice game mode called normal. No shame in playing it, just stick to it, don't ruin ranked for those who enjoy it.
The Randomized Dragons
Info-http://na.leagueoflegends.com/en/featured/mid-season-magic
Some people will agree some people will disagree, and frankly I am ok with either side, but here is why I hate the new dragons.
While yes they do force the question "Do I compete for this dragon" They also create a HUGE luck system. Here are the facts.
Blue Drag: Great in early game, not to good in late game Wind Drag: Border line useless unless you get two/three in a row and get them both Earth Drag: Super strong at ending games in the late game as it helps you kill towers and baron Fire Drag: Probably The best drag as it gives you permanent combat stats that can be used at all points in the game under any condition that helps both AP and AD comps.
So here are some scenarios to explain why the dragon system is bad right now.
Scenario 1 Your team is dominating the early game but for some reason 2 wind dragons spawn in a row, so when you are ready to get the dragon, you only were given the two wind dragons. However out of nowhere at fire dragon spawns, and it is during the time your team is trying to push top and than your enemy team is now given a fire dragon, which is far more usefull in the late game, than a wind dragon. So despite you having better dragon control, because of a single miss hap, your enemy team was given the better dragon while you were only given the shitty dragons. Than out of nowhere, it saws the next dragon is wind. Which means now you have zero chance of being given a earth or a fire dragon. How awesome, a single mistake cost you the only oppurtunity that you had for the dragon that actually matters.
Scenario 2 Your team is being dominated in the early game, but your team also understands the goal of playing defensively when playing behind. Early game your enemy team successfully gains 2 Red dragons. Late game happens, your team finnally out of proper play making and good decissions win a team fight. You are given the choice to get Dragon. Which dragon is up? The fucking wind dragon. You won the team fight, and your reward is wind. Thanks riot.
While the teams who got the lesser dragon are partly at fault for allowing the situation to happen, they shoulden't be given the full 100 percent blame. In the old dragon system almost everyone can agree that the best dragons were the first which gave bonus damage, and the second which gave bonus damage to towers. In the old system Everyone had a chance to get ALL the dragon buffs, if they played it out properly. In the current system the dragon you get is based off pure luck.
Some people may disagree with me here, and that's fine, but no one can deny that a randomized system, is still luck. I am pretty sure here, if anyone was given the ability to instantly chose which dragons they wanted if they could get one at the start of the game, the majority of the players would say. "red or blue" their are reasons for that. The only way for this system to no longer be lucked, is if the dragons are altered so all dragons become equal in terms of power.
Dynamic Que Flaws Part 1 The Boosted
Not to much to go into detail about here. In the past we all knew that "one silver" or "that one gold" or hell "that one plat" who had a bunch of friends who were one elo above him. And maybe he does have "gold mechanics while being silver" maybe he does have "plat mechanics while being Gold". But the reason he did not achieve his elo in the past solo que system was because of a few specific flaws that player has yet to over come. In the current system this persons friends are able to invited him to a premade of 3 or 4. Join a skype/discord call, and absolutely stomp the people in ranked, and get that dude to a whole elo above what he is, sometimes they will end the group their. But some will take it a few steps to far and boost him to two levels above what he or she is. I can tell you first hand I have a friend on my friends list who I know for fact was boosted to gold by her plat boy friend. Won't say who, if Riot want's to bust her they can do it themselves. (she honestly has bronze mechanics) These players now are in a elo that is way to high for them, and feed their butts off, some of them feed on a minimum level and can luck out a few games, but fact is these people make the ranked environment unfun, frustrating, and makes us have a hard time respecting it.
Dynamic Que Flaws Part 2 The Premades vs Solo
Source-https://www.youtube.com/watch?v=xwPa1SGLGv0
In this video I read something that honestly disgusted me. So, in a ranked system where dynamic was introduced, you would think riot would try their best to keep premades vs premades right? Nope that's not the case at all. Apparently what they did to keep the que times slow, is that the ranked system keeps track of your win loss record in ranked. And apparently if you are a solid solo player, with lets say a 55 percent win ranked, the moment you reach Division 2 or 1 in your elo, the chances for you facing premades almost double. For what Riot does, is they will put the "best solo players" against premade 5s and 4s. So what is your reward for grinding out elo by yourself? Facing organized teams who are all on skype, That's what.
Will a solid good player be able to carry himself? Yes, eventually they will, if you are good, you should climb. However being good and facing a premade 4 or five team, hell just a 3 team, is very challenging, you are constantly being out rotated, out communicated, and all these premade 3 or 5 teams ALWAYS have that one good player who goes absolute ham every game and does his best to carry. So if you are a solid solo player vs the premade 3 or 5 team, you now have to HOPE you are better than that teams/groups best player. If you aren't well you are just out of luck.
Tell me why are people who play league of legends in a completely different manner, graded the same way solo players are? You say solo players should be able to carry, eventually they will, but fact is, all these groups have that "ONE GUY" who they brag about who is "good", so you are now relying on the solid solo player, to be better than the groups "champion". This is a heavily flawed system
The badge System
Info-http://na.leagueoflegends.com/en/news/game-updates/competitive/earn-ranked-emblems-starting-today
Oh the badge system... instead of going into details about this, I will just tell a story about my personal experience with it.
So at one point of time I was ready to break I said. "you know what the only people who climb are those who are on a team, I will just make a team of my own". So I did make one we did like 10 ranked games together as practice to see how we fit, things were starting to look good. I was enjoying myself, and than riot goes "we are introducing the badge of shame system. The moment that happened I realized "great now I get a badge of shame" Said to myself to hell with the team, and did strict solo only for probably 30 games. a good 55 percent of those were wins, but despite me being a solo player, and me saying "cancel the team idea" I still end up with the dynamic badge. So that leaves me to assume the only way to get a solo badge, is if you literally never use dynamic and go strict solo for maybe 50 games with the majority of those games being victories.
So the badge system only discourages people from playing the new system you introduced, while having unclear rulings on what you have to do to achieve each badge. Nor does it state anywhere on your profile how many more games or victories you need to change your badge. This system is just contradictory.
So these are my points on Dynamic que, I tried to keep it as organized as possible, and I hope people come out of this topic with a new perspective on the system.