LP Loss/Gain Should Somewhat Reflect How Well You Performed

Çhåryzård·2/25/2020, 3:24:43 PM·1 votes·2,651 views

As in, let's say you go 4/1 toplane, but your midlane feeds their ass off to an Irelia who is now 6/0 by 10 minutes, resulting in a loss. There is no reason why you should lose anywhere near the same amount of LP they do.

Or how about you're playing adc and you play awful, not positioning well not warding and just feeding, but your jungler is 10/0 and you get carried. You should not earn the same amount of LP they do, they should earn more than you.

One of the things that is frustrating to me is when I perform very well in a game, but we still lose because of teammates that underperform, afk, ragequit, run it down, etc. I would feel more like I am earning my place in rank if my LP gain/loss actually reflects on how well I performed in a match, I think this is fair. If I lose I should lose LP, but if I lost the game because my midlaner ragequit, or my jungler just consistently fed before the laning phase was done, I shouldn't be punished to the same extent if I at least performed well.

op.gg creates an "OP Score" for you every match, which is defined as "A rating system that measures a users performance within a game by combining stats related to role, laning phase, kills / deaths / damage / wards / damage to objectives etc.". It's in beta, but I feel it does a pretty good job. Riot already tracks all of these things which you can see in the stats page at the end of the game.

As far as I know, you lose/gain LP based on the probability that your team was going to win/lose the match (I could be wrong this is just what I have heard). I would rather not earn/lose LP based on a bet that I would win or lose, but rather on how well I performed in my role.

16 Comments

Subdue2/25/2020, 3:43:54 PM7 votes

There is only one example of an action which is correct 100% of the time, and that's killing the Nexus. Everything else, based on the context of the game, can be a mistake. For example, kills are usually a good thing. Nami flashing forward to take a kill that Vayne will have no trouble finishing off is a mistake. Deaths are usually a bad thing. Alistar diving into a group of 5 to buy space for a fed Miss Fortune with a large bounty on her head and dying is a good decision. When you start creating incentives that are not always aligned with winning a game, you degrade the quality of games as people chase incentives instead of the win.

As such, this suggestion is not a good one.

Véne Vidi Vici2/25/2020, 4:04:04 PM3 votes

Riot probably think this is too much of a hassle, to make an algorithm that tracks a bunch of the stats (and some more) that you mentioned in a reply. Then deciding how much lp you have to lose let's say for the best performing player -10, 2nd best -12, 3rd best -15 4th best -18, and the last guy -21~.

Because rn the system basically enforces 50% winrate and the mmr it just a mess on it's own, when some ppl in challenger reach a point of gaining +5 - 10 and losing 30 LP. But i guess nothing will change in that regard, as you spend more time playing with the current system that is designed to trip your progress with a hidden stat and odd way of deducting LP gains / losses.

Iljos2/25/2020, 3:50:19 PM2 votes

kda players need to be perma banned, there is no way to measure your performance outside of winrate so this wont work, otherwise I'd be down tho

Darkdemon6532/25/2020, 4:27:42 PM1 votes

LP gain and loss is already almost 100% reflected by one's level of performance.

Josh Sand2/25/2020, 5:32:45 PM1 votes

This is a team based game, yet the most important measure of your accomplishments, is the binary calculation of how often you win in uncoordinated groups of complete strangers.

Anyone with just basic knowledge of games can understand just how goofy of a proposition that is. You dont need to be on a team with 200 years of collective experience to wrap your head around this one.

There are stats being recorded in every game that can paint a picture of how much of an impact you had on the game as an individual:

  • Kill participation
  • Objective control
  • Vision score
  • Damage per gold
  • CC score

And this isnt even getting into the types of granular metrics you see on sites like mobalytics, or stuff that the LCS stats team puts together for the casters and analysts.

There are stats available right now that clearly determine who was carrying for their team, and who was just dead weight. Riot can decide anytime they want to, to implement LP modifiers based on individual impact, rather than based off of streaks of favorable coin flips.

The problem is that a gigantic majority of solo q players think they are much better than they actually are - If those players were forced to face the truth that they are actually hurting their team more often than helping, god only knows the wrath and fury they would unleash here.

But stats dont lie. We have them. We have the means to know who's decent and who's trash for their elo. Riot just choses not to use those facts to modify LP gains and losses.

DiveAlive2/25/2020, 5:53:58 PM1 votes

1 thing i always wanted was players getting less lp for horrible ward scores.