The Real Problem with Ranked: Matchmaking.
I've been documenting my ranked games to discover what's wrong with it. Was it toxic players? Overpowered Champs? Overpowered Items? Red side? Blue Side? Trolls? A lot of people point to either of these things as the sole cause of the reason ranked is a terrible place.
League is a team game, and no matter how good you do as an individual, you will always be judged on how well the worst player on your team does. "A team is only as strong as their weakest link" if you will, and so many people are frustrated that no matter how good they do if their teammate plays poorly then it affects the team as a whole. So you get the beginning of a toxic player that then can turn into a troll because "the last game they went 13/0, but mid went 0/11, so I'm going to troll to vent my frustration and lose your LP so you can feel my pain". This then creates a chain of toxic players, where the guy that did good in that game turns toxic against the troll player, and then goes on to troll himself. (Insert Naruto Pain ARC here)
What creates the 0/11 paradox? Sometimes its general lack of skill, maybe just a bad game, but I believe that most of the times its just a difference in skill with your enemy laner. This means that your general skill at the game can be adequate, its just that your laner is simply better than you at it. From an outsider's perspective (or toxic teammate's) if you lose your lane, you're just bad. What's totally out of people's minds is the possibility that you're really not bad, its just that laner is simply better. By adopting the view point that the losing laner is bad at the game (and telling him that), totally discourages the potential outcome of that person of making a comeback with the true skill he actually has. (insert toxic players lose x% games tooltip here).
So what's the real problem? We'll from my analysis, its the matchmaking system. The majority of games are created with improper player skill balance. Ask yourself this: when's the last time I've had a close game? are most of my wins AND losses usually a blow out? Looking at the statistics, the answer for the latter is yes. Close games are rare to come by. Mathematically, players of similar skill level should not be blowing each other out of games. The games should be close, not 40v20 blow outs. Gold should be near identical. Right now, this is not the case. The matchmaking system has a flawed balancing system. Certain teams are given players that out class their enemy's, and it is those teams that are usually winning. Again, look at your matchmaking history, most of your wins and losses should be blow outs. This is not matchmaking balance.
This then leads me to the 50/50 paradox. If you look at the stats, the average player wins 50% of their games. From a superficial mathematical perspective, this is called "balanced". However, if you look deeper @ matchmaking you can see that blow out games are inherently imbalanced. True balance would be 50/50 winrate average, with won/loss games being close.
So what's wrong with matchmaking balance? It's not precise enough. I ASSUME it uses a point system to "balance" the teams. For example: S5 =1pt, S4 =1.2pts, S3 =1.4pts, S2 =1.6pts, S1 =1.8pts, G5 = 2pts, G4= 2.2pts etc etc. As an assumption, teams would be created from a pool of players to = each other in terms of points. Blue side would get a +1pt for having a camera advantage. However, in the context of skill level in this game, this system would be flawed.
Lets use this a recent game of mine as an example:
Red Team = 11.6
ADC Silver 1 = 1.8 Top Plat 5 = 3 Mid Silver 1 = 1.8 Jungle Gold 5 = 2 Support Plat 5 = 3
Blue Team = 10.8 + 1 blue advantage = 11.8
ADC Gold 3 = 2.4 Top Gold 4= 2.2 Mid Gold 4 =2.2 Jungle Gold 5= 2 Support Gold 5= 2
Here we have the team skill point totals nearly equal. However in this specific game blue team destroyed red 39 kill to 18, with an 18k gold lead. This is what I mean by precision. The point total system doesn't take into account the context of in game skill difference:
ADC: Blue Favorite by .8 (nearly a whole elo) Top: Red Favorite by .6 (over half a elo) Mid: Blue Favorite by .6 (over half a elo) Jungle: Even Support: Red favorite by .8 (nearly a whole elo)
*note: blue side advantage included
If we were to delete the laner that lost (because they do lose hard), team fights would look like this:
Red: Support, Top, Jungle VERSUS Blue: ADC, Mid, Jungle
Put quite simply, red team's 2 carries were outclassed. Red team had no damage output compared to blue team, and red lost by a blow out. Despite having 2 Plat players, red team also had 2 silver players against a homogeneous blue team of Golds. And since the nature of this game is teamwork, a team is really only as good as their weakest player, and that floor was much lower for red team than blue team. Hence you have a flawed matchmaking system despite, a theoretical equality in total elo.