I Hit Level 30, Then Everything Went Downhill

I Am Not U··4 votes·3,730 views

Okay, so, I hit level 30, right? Hooray! I can play Ranked now!

Well, it would probably be all sunshine and rainbows if Riot were to actually FIX how their stupid system worked. Ever since I reached level 30, I've been dealing with getting rolled over and over and over again. It hits you REAL hard when you used to go 14/2 in a game and only get a slap across the face and get a 1/13 handed to you because you're playing against people with more experience than you and there is nothing you can do about it without feeding them because you're used to NOT playing under tower for 40 minutes at a time!

Don't give me any of that, "You need to buy more rune pages," or, "Higher level players are no better than you," because that's nothing more than a straight-up lie. The system is based on a win/loss ratio, not a K/D ratio. Somebody that lost just as much as you doesn't mean they're not better. Buying rune pages doesn't do anything either because all you're doing is just buying more and more pages for champions you can't even improve playing as at this point!

I'm not even going to bother mentioning the salt. We ALL know about the salt. But what I will mention is that you're completely unprepared for playing against better people at level 30! Playing against normal people within the range of your own was really the only way to improve without being forced to stay under tower all the time.

So all I'm really asking right now is what the hell I'm supposed to do at this point. Smurf? Quit? What should I do? I'm all out of options here.

19 Comments

Skia Asteri2 votes

[{quoted}](name=I Am Not U,realm=NA,application-id=3ErqAdtq,discussion-id=ss3HQ2yl,comment-id=,timestamp=2020-01-03T22:38:12.132+0000)

So all I'm really asking right now is what the hell I'm supposed to do at this point. Smurf? Quit? What should I do? I'm all out of options here.

They should work on the 29 -> 30+ match making transition. The way it works (and has worked since at least season 4 when I hit 30) is very rough.

If you want, add me as a friend in the game client and I can help point you in the right direction towards getting better at the game.

Ms Cougar2 votes

Welcome to lvl 30, you just got out of primary school and into highschool. Once, you were a big fish, now you're the smallest again for a few dozen games. After that, your Elo will have you placed more appropriately.

The initiatory hazing ritual does occur again, in ranked, if you choose that. Again, it calms down after the newish player gets stomped to iron, or maybe low bronze, and can find fair opponents.

Both of these ritual pains are a part of how matchmaking works, but don't worry, it gets better as you get reset.

I Am Not U1 votes

I'll take your word for it. I really do hope that the system matches me up with people in my skill level so I stop going 0/10 in games. I've been on the verge of quitting League for a while because of these awful games, but, I'll try and keep my chin up if it does get better.

NF Remilia1 votes

I made a video about it too , its really stupid. https://youtu.be/clUTIpXWHNI

2gudaiya1 votes

if it were up to me ranked would be locked for accounts that don't have 1k+ games, but it's not so this is what it is. when I first got into league I had a bunch of seniors show me the ropes and they told me to ignore the ranked queue for a year, I did, best advice ever.

Waka FIocka2 votes

{quoted}

if it were up to me ranked would be locked for accounts that don't have 1k+ games, but it's not so this is what it is. when I first got into league I had a bunch of seniors show me the ropes and they told me to ignore the ranked queue for a year, I did, best advice ever.

1k games is a lot... though it would curb smurfing while also simultaneously increasing the chances that bots would appear in normals SR... can't rly think of many people who would want to overcome that hurdle naturally. Though it may not seem like too much to you, a huge chunk of League's playerbase work long-hour jobs or have families/other hobbies to devote the majority of their time to. That's just how it is... Riot may balance champions and items for the 1% of pro players but they won't be gatekeeping their biggest income source (casual players) like you are suggesting. Doing so would immediately kill any growth this game hoped to see as far as new players.

ranked should literally start new accounts in iron and they work their way up. or hell IDK make an elo specifically for level 30s that keeps tabs on their match participation scores very closely. If they are getting good cs, or they are warding enough as support, or they are taking objectives ... if they are scoring decently for their role then after a while they can move out of this, promoting to regular ranked. pretty much what iron is but RIOT tosses these people straight into G+ matches to 'test the waters'--- it's a horrible experience for everyone involved.

Problem is League has really piss-poor tutorials for how deep this game really is. They don't teach proper warding, roaming, supporting, item building, jungling, csing, etc. Makings ome quality tutorials or at least pointing new players who care enough to learn in the right direction (to videos or something) would be nice.

2gudaiya1 votes

[{quoted}](name=Waka FIocka,realm=NA,application-id=3ErqAdtq,discussion-id=ss3HQ2yl,comment-id=00010000,timestamp=2020-01-03T23:57:31.925+0000)

1k games is a lot... though it would curb smurfing while also simultaneously increasing the chances that bots would appear in normals SR... can't rly think of many people who would want to overcome that hurdle naturally. Though it may not seem like too much to you, a huge chunk of League's playerbase work long-hour jobs or have families/other hobbies to devote the majority of their time to. That's just how it is... Riot may balance champions and items for the 1% of pro players but they won't be gatekeeping their biggest income source (casual players) like you are suggesting. Doing so would immediately kill any growth this game hoped to see as far as new players.

ranked should literally start new accounts in iron and they work their way up. or hell IDK make an elo specifically for level 30s that keeps tabs on their match participation scores very closely. If they are getting good cs, or they are warding enough as support, or they are taking objectives ... if they are scoring decently for their role then after a while they can move out of this, promoting to regular ranked. pretty much what iron is but RIOT tosses these people straight into G+ matches to 'test the waters'--- it's a horrible experience for everyone involved.

Problem is League has really piss-poor tutorials for how deep this game really is. They don't teach proper warding, roaming, supporting, item building, jungling, csing, etc. Makings ome quality tutorials or at least pointing new players who care enough to learn in the right direction (to videos or something) would be nice.

make it 500 wins if you want to curb bots, most players will still get 1k games out of that. the thing is the jump in knowledge requirements for people to play ranked and not get the op's experience requires that many games. why people have to have to jump into ranked straight away and expect themselves to perform is beyond me, and putting that hard barrier there will make it clear to people that things are very different in there.

it would also make it so that veterans in the queue don't have to worry about spotting the obvious fish out of water first ranked game, they'll just be dealing with unpolished players instead of unchiselled players and that would curb lots of toxicity. if people get upset about missing rewards honestly they weren't gonna get them anyway, and when they do enter the ladder they are unlikely to drop ranks like stones in water and have to figure out how to scale bronze.

a whole year of playing normals I did before queuing ranked, I had responsibilities then like I do now. people invite toxic experiences by not taking the ranked queue seriously.

should rito fix where people start? probably, but at the same time there is a real utility to accounts starting with "average" mmr in ranked as opposed to starting with bottom tier mmr. those guys down there cannot teach each other anything so some get sincerely stuck in negative feedback loops lol, something I got to avoid on account of accumulating knowledge beforehand.

i mean way back then accounts only leveled to 30, alternatively instead of 500 wins you lock ranked until accounts hit lvl 60/90/100 but then people can bot that lol.

Waka FIocka1 votes

{quoted}

make it 500 wins if you want to curb bots, most players will still get 1k games out of that. the thing is the jump in knowledge requirements for people to play ranked and not get the op's experience requires that many games. why people have to have to jump into ranked straight away and expect themselves to perform is beyond me, and putting that hard barrier there will make it clear to people that things are very different in there.

it would also make it so that veterans in the queue don't have to worry about spotting the obvious fish out of water first ranked game, they'll just be dealing with unpolished players instead of unchiselled players and that would curb lots of toxicity. if people get upset about missing rewards honestly they weren't gonna get them anyway, and when they do enter the ladder they are unlikely to drop ranks like stones in water and have to figure out how to scale bronze.

a whole year of playing normals I did before queuing ranked, I had responsibilities then like I do now. people invite toxic experiences by not taking the ranked queue seriously.

should rito fix where people start? probably, but at the same time there is a real utility to accounts starting with "average" mmr in ranked as opposed to starting with bottom tier mmr. those guys down there cannot teach each other anything so some get sincerely stuck in negative feedback loops lol, something I got to avoid on account of accumulating knowledge beforehand.

i mean way back then accounts only leveled to 30, alternatively instead of 500 wins you lock ranked until accounts hit lvl 60/90/100 but then people can bot that lol.

Starting fresh lv 30 players at an average rank like Gold only benefits smurfs to be completely honest.. a new player will lose that game and the next few, see themselves demoted multiple times, and probably feel like absolute crap. Or they play a few, see they are demoting, and stop entirely so they can say "hey I got to Gold", which used to kindof mean something but now it's just... I mean I was Gold IV when I started, climbed to G1, lost promos 3 times in a row to AFKs/tilted individuals/new players who shouldn't even be there to begin with/etc.. Sure I could keep playing to eventually make it out but why should I? What's the point? Every high elo player I have met repeats the same thing: the bs never stops, even at challenger you have to deal with teammates who flame, ragequit, and generally stop giving a shit after their first death. There's no benefit to me pushing past gold aside from saying I put myself through the most BS matchmaking of any game I have ever played over and over and OVER again like smashing my head against a brick wall.

Not to say Gold and Diamond players are the same skill level. There's truly a difference there in composition, skill, and map control (which I am interested in improving on) but not at the expense of my mental health, in ranked lmao

Anyway there's obviously no easy answer for how to fix ranked matchmaking and placements. If it were so easy I'd like to think Riot would have already implemented whatever change it would be. My opinions still stands that players should start at the lowest rank and work their way up. No more of this average inital placement just to play tons of games & figure out where you really sit. Also if League would stop going off of only winning games that would be nice. Individual performance is just as important as team performance, especially when there are trolls and quitters everywhere ruining games for those who remain composed.

Kai Guy1 votes

a new player will lose that game and the next few, see themselves demoted multiple times, and probably feel like absolute crap. Or they play a few, see they are demoting, and stop entirely so they can say "hey I got to Gold"

The kind of player who gets curb stomped is gonna have awful placements as well. So... They don't inherently see themselves with a gold title. Hence the complaints about "bronze" Players in Gold MMR.

the bs never stops, even at challenger you have to deal with teammates who flame, ragequit, and generally stop giving a shit after their first death. There's no benefit to me pushing past gold aside from saying I put myself through the most BS matchmaking of any game I have ever played

MM is not the fix for shitty attitudes, sadly. Not much it can do once a lobby is made. If some one throws a temper tantrum because their pick got banned or some one refused to give up the role they wanted? MMR MM will not solve that but Identifying issue accounts and Banning the fucking idiot does.

PvP gameplay quality is related a lot to the attitudes of the folks in games. Sadly with league the impact of smaller % of toxic players is a pretty high value. 10 players means that 10% toxic population is something that shows up painfully often in game because 1 in 10 = 10%

. Individual performance is just as important as team performance, especially when there are trolls and quitters everywhere ruining games for those who remain composed.

Distribution again. If its X behavior decides games outside of any one else control then any one can climb by virtue of not doing this and Law of large numbers. You always take 1 slot, if you duo w some one that's 2. So your looking at 3/8 or 4/9 For available slots on your team for the Game losing player. That makes the enemy team 5/8 or 5/9. That's better odds then many games Casinos run.

My opinions still stands that players should start at the lowest rank and work their way up.

I would like to take the time see if I can change your mind on this. What benefits do you think this makes? Do you still subtract MMR? like does some one at the bottom have the ability to sink or does some one at 0 stay at 0 regardless of how much they lose? Why is this better then say... having MM put priority on not letting an individual player with low uncertainty be placed into back to back High uncertainty games?

Waka FIocka1 votes

Starting from the bottom and working up is good for a lot of things. As I wrote in an earlier post one benefit would be that it curbs smurfing a bit more since a smurf will have to climb from zero instead of the halfway mark. Smurfs are gonna suck to deal with for anyone regardless of what elo they are in. So imo they might as well start from zero like most ranked ladder-style games.

If Riot cared about individual performance a smurf wouldn't stay in low elo for long anyway. But they don't care about it anymore and LP gains/losses don't reflect performance per player either... which imo is the way it should be if you're in soloQ. Also I noticed that as Riot makes changes to champions/items (cough-support-cough) they 'forget' to adjust their performance scoring for S tier.

So my problem with how things are right now is that everything is based off of just winning a game despite a few things being inherently wrong with this.... the way people are matched in games is often times unfair, though not always... solos against a premade, unranked players on your team, enemy team has a player or two a whole division or more up on you (plat+ in a gold game but also Silver players peppered in), autofilled roles putting your team at a massive disadvantage, smurfs steamrolling your team, etc. Make the climb more intensive with no shortcuts as it should be and this will minimize new players being put in a ranked game where they stand no chance. Riot needs to stop putting different divisions together in the same game too.

Then you have Solo players mixed in with Duos and it's a pretty bad time for the two players who aren't communicating without having to ping/type. They are at an advantage from the get-go for that. Which I mean... mixing premades with solo players has always caused a lot of negativity in ranked modes. More often than not someone is flaming or rage quitting over it.

Comparing league matches to a casino is a huge problem but I mean you aren't wrong lol. It literally is a coinflip as people say, which makes it hard to take ranked seriously. Why bother trying to climb when riot is deciding whether you win or lose? I failed promos 3 times for reasons beyond my control. It's very hard for a single player to carry a game now, unlike a few years ago when it was normal to see one person literally win the whole game. Some hypercarries come close but things like Dragon Soul and Elder exist now so it's exceedingly more difficult than before. Also really with damage so high it's also difficult for one person to steamroll no matter how fed they are.

Toxic (griefing/trolling/afking) players would not climb as quickly as their serious teammates if individual performance mattered more. If LP gain and loss could be adjusted based on your own performance it would promote better play. I won't say the loss should be less based on griefing/afk teammates because that can be abused, but performing well being rewarded is something that should be 'abused' lol. Do well, benefit from it. Do poorly? get better or climb slow as molasses/demote.

im rambling. anyway, i don't make decisions around here i just wish things were better with more emphasis on promoting positive playstyles and in-game mechanical skill over who riot puts on my team.

Kai Guy1 votes

As I wrote in an earlier post one benefit would be that it curbs smurfing a bit more since a smurf will have to climb from zero

Only the most toxic type of smurff is the assholes who just want to pub stomp and this is a huge break for them. If its 0 and you don't have negative values they get the maximized amount of stompage off a new smurf account possible.

Smurfs are gonna suck to deal with for anyone regardless of what elo they are in. So imo they might as well start from zero like most ranked ladder-style games.

If it sucks why do you want to increase the amount of impact from each smurf account? Your making smurfs hit a wider range of players not lower by setting them at the bottom.

Manny Ladder style games don't start folks at 0. Anything off MMR and Elo runs it from value for folks to sink or climb from, Then Titles are assigned. The title is no value alone because it represents an arbitrary range devs set. Season 1 of league, you had to be top 3% of the player base for gold. Now that same percentile is represented in Diamond.

Many devs that run 0 to 100 ladders do so with Heavy Slant or manipulation for player perception. Apex legends ranked system is such that ANYONE can make silver with enough grind just off placement. Generally, its just bullshit that's there to distract or motivate players. Riot and Blizzard run 2 individual rating values. You have your MMR value and your LP value for league. This is common, A lot of devs will run slower Adjustments then the MM values. Keeps people playing. Riot gives folks lower values out of placements then match averages.

So even systems with good Bayesian inference for a faster and more accurate rating will add extra steps to make progression slower, so it feels more "meaningful" as People dislike hitting a wall. Some devs wont give you free points but start you at lowest raiting and progressions fairly easy for early ratings and increases only as you move up. Others spoon feed you rank ups (Apex). Often They have jack shit to do with MM.

So my problem with how things are right now is that everything is based off of just winning a game despite a few things being inherently wrong with this.... the way people are matched in games is often times unfair, though not always... solos against a premade, unranked players on your team, enemy team has a player or two a whole division or more up on you (plat+ in a gold game but also Silver players peppered in), autofilled roles putting your team at a massive disadvantage, smurfs steamrolling your team, etc. Make the climb more intensive with no shortcuts as it should be and this will minimize new players being put in a ranked game where they stand no chance. Riot needs to stop putting different divisions together in the same game too.

"Riot needs to stop putting different divisions together in the same game too. " Again, Divisions have no inherent relation to skill. They are the 2ndary raiting. Demotion protection is stupid large at division 4 to protect player egos. Seeing folks 2 divisions lower in their match rating averages is not uncommon.

A problem is "Stats" overlap in league. They are unreliable due to the amount of Noise inherent to gameplay. Game losing stats can look much higher then game winning stats because spammed abilitys result in higher values. Lower skill games result in more connections. Individual champion matchups skew stats (and MM makes lobbies first so Stats for individual champions are unusable for building a better Lobby) The go to example I use is Karthus Because the one who spams his R every time its off cd and can land on 5 targets will have much higher damage then the guy who uses it to assists teamamtes or secure a kill. Your team won a fight and there is 1 enemy at 200 hp. hitting R will get a kill and ace, but only put up 200 points of damage. If the ability can hit for 650 a target, the gap in damage from this is 3050. And, as your not using it any time you can hit, you get less casts per game compared to a pad spammer. If A Good karthus who is oom and low HP decides to position and Die in a teamfight to help make an Ace? That Death is a Negative stat with positive impact. That's correct usage of the ability in the context of that play. But if he was 10-1-4 He just went from a 14 to 1 KDA to a 7-1 KDA compared to some one running away.

So... Generating stats is less effort then winning. You don't really see great values with out context. https://imgur.com/a/Py5we0J 2 champions stats from Various MMR ranges. Hard to tell what Ranks people are yea? Then game times, Matchups, All the RNG factors make it so that arbitrary values are not relevant, and population built values skew for popularity. End of it, if you cant tell on a game to game biases what individual stats are worthless metrics.

As players Its easy to use subjective judgment or grading like an Olympic judge. We can see in a game when a Single defining moment happened such as this 1 idiot just feed and lost his team the game, or some one just make a game changer Velkoz 3v5 ace. That's really hard to automate thou.

Mismatches are often times low quality. But it is fair for folks to have to deal with RNG as RNG. Randomness is fair in its indifference.

I failed promos 3 times for reasons beyond my control. It's very hard for a single player to carry a game now, unlike a few years ago when it was normal to see one person literally win the whole game. Some hypercarries come close but things like Dragon Soul and Elder exist now so it's exceedingly more difficult than before. Also really with damage so high it's also difficult for one person to steamroll no matter how fed they are.

The ranked season has not even started yet mate. Preseason chaos is a real

Comparing league matches to a casino is a huge problem but I mean you aren't wrong lol. It literally is a coinflip as people say, which makes it hard to take ranked seriously. Why bother trying to climb when riot is deciding whether you win or lose?

Its more about probability then Casinos. Pointg out the error in logic of "Games are only decided by Bad game losing teammate" The math does not check out on that.

Coinflips a decent enough term for folks if you help them understand Binominal Distribution. But... most folks are not all to interested in that kind of math. So... For Leauges MM I would call it a Dice roll if you want to use a Metophore to help people understand the RNG impact of MM and also the Value of consistency in play. If your above skill, above average. You have a better Mean performance. If the gap gets to large this shows up, hence why smurfs can climb MMR's rapidly.

Randomly distributing folks with in a range is not in any way shape or form deciding whether you win or lose. High uncertainty games are often times complete shitshows…. but uh.... There's no way around them when you run a 24-7 que.

Folks will say OMG RITO GAVE ME 2 40% WR SO UNFAIR. But... Would forceing teams to always be 50% averaged WR be fair? If your 70% WR do you need to see 30% WR teammate to balance you out? Then there is the fact that # of games dramatically impact WR. 2 games have 50% value per game. 100 has 1% per game.

Using a probability expectation, aiming to match that to be as close as possible by each team, Trying to keep the odds of balanced between the bottom and Top ranked player within a probability expectation by having a Tighter range. Not trying to manipulate RNG distribution. That is about as Fair as you can get for MM for what is effectively pick up games.

Waka FIocka1 votes

[{quoted}](name=Kai Guy,realm=NA,application-id=3ErqAdtq,discussion-id=ss3HQ2yl,comment-id=0001000000000000000000000000,timestamp=2020-01-04T23:08:38.772+0000)

Only the most toxic type of smurff is the assholes who just want to pub stomp and this is a huge break for them. If its 0 and you don't have negative values they get the maximized amount of stompage off a new smurf account possible.

If it sucks why do you want to increase the amount of impact from each smurf account? Your making smurfs hit a wider range of players not lower by setting them at the bottom.

Manny Ladder style games don't start folks at 0. Anything off MMR and Elo runs it from value for folks to sink or climb from, Then Titles are assigned. The title is no value alone because it represents an arbitrary range devs set. Season 1 of league, you had to be top 3% of the player base for gold. Now that same percentile is represented in Diamond.

Many devs that run 0 to 100 ladders do so with Heavy Slant or manipulation for player perception. Apex legends ranked system is such that ANYONE can make silver with enough grind just off placement. Generally, its just bullshit that's there to distract or motivate players. Riot and Blizzard run 2 individual rating values. You have your MMR value and your LP value for league. This is common, A lot of devs will run slower Adjustments then the MM values. Keeps people playing. Riot gives folks lower values out of placements then match averages.

So even systems with good Bayesian inference for a faster and more accurate rating will add extra steps to make progression slower, so it feels more "meaningful" as People dislike hitting a wall. Some devs wont give you free points but start you at lowest raiting and progressions fairly easy for early ratings and increases only as you move up. Others spoon feed you rank ups (Apex). Often They have jack shit to do with MM.

"Riot needs to stop putting different divisions together in the same game too. " Again, Divisions have no inherent relation to skill. They are the 2ndary raiting. Demotion protection is stupid large at division 4 to protect player egos. Seeing folks 2 divisions lower in their match rating averages is not uncommon.

A problem is "Stats" overlap in league. They are unreliable due to the amount of Noise inherent to gameplay. Game losing stats can look much higher then game winning stats because spammed abilitys result in higher values. Lower skill games result in more connections. Individual champion matchups skew stats (and MM makes lobbies first so Stats for individual champions are unusable for building a better Lobby) The go to example I use is Karthus Because the one who spams his R every time its off cd and can land on 5 targets will have much higher damage then the guy who uses it to assists teamamtes or secure a kill. Your team won a fight and there is 1 enemy at 200 hp. hitting R will get a kill and ace, but only put up 200 points of damage. If the ability can hit for 650 a target, the gap in damage from this is 3050. And, as your not using it any time you can hit, you get less casts per game compared to a pad spammer. If A Good karthus who is oom and low HP decides to position and Die in a teamfight to help make an Ace? That Death is a Negative stat with positive impact. That's correct usage of the ability in the context of that play. But if he was 10-1-4 He just went from a 14 to 1 KDA to a 7-1 KDA compared to some one running away.

So... Generating stats is less effort then winning. You don't really see great values with out context. https://imgur.com/a/Py5we0J 2 champions stats from Various MMR ranges. Hard to tell what Ranks people are yea? Then game times, Matchups, All the RNG factors make it so that arbitrary values are not relevant, and population built values skew for popularity. End of it, if you cant tell on a game to game biases what individual stats are worthless metrics.

As players Its easy to use subjective judgment or grading like an Olympic judge. We can see in a game when a Single defining moment happened such as this 1 idiot just feed and lost his team the game, or some one just make a game changer Velkoz 3v5 ace. That's really hard to automate thou.

Mismatches are often times low quality. But it is fair for folks to have to deal with RNG as RNG. Randomness is fair in its indifference.

The ranked season has not even started yet mate. Preseason chaos is a real

Its more about probability then Casinos. Pointg out the error in logic of "Games are only decided by Bad game losing teammate" The math does not check out on that.

Coinflips a decent enough term for folks if you help them understand Binominal Distribution. But... most folks are not all to interested in that kind of math. So... For Leauges MM I would call it a Dice roll if you want to use a Metophore to help people understand the RNG impact of MM and also the Value of consistency in play. If your above skill, above average. You have a better Mean performance. If the gap gets to large this shows up, hence why smurfs can climb MMR's rapidly.

Randomly distributing folks with in a range is not in any way shape or form deciding whether you win or lose. High uncertainty games are often times complete shitshows…. but uh.... There's no way around them when you run a 24-7 que.

Folks will say OMG RITO GAVE ME 2 40% WR SO UNFAIR. But... Would forceing teams to always be 50% averaged WR be fair? If your 70% WR do you need to see 30% WR teammate to balance you out? Then there is the fact that # of games dramatically impact WR. 2 games have 50% value per game. 100 has 1% per game.

Using a probability expectation, aiming to match that to be as close as possible by each team, Trying to keep the odds of balanced between the bottom and Top ranked player within a probability expectation by having a Tighter range. Not trying to manipulate RNG distribution. That is about as Fair as you can get for MM for what is effectively pick up games.

im gonna just agree with you because you sound like you really know what you're talking about. there's a reason I don't bring up statistics or anything lol. I guess I'm just ranting? I mentioned that I don't know the fix, then tossed out some ideas that would benefit me which is selfish. Having a smurf in iron/bronze/silver is just as problematic as them being in gold. It's all annoying to deal with really, hence why i quit playing ranked altogether--it's just not for me. Tensions are usually very high, one mistake could land you in the flame box for 30+ minutes. Everything with matchmaking seems skewed and weird being based off of winrates which seem funky because of the weird matchmaking... it's a perpetual loop of shit I don't want to stress over anymore.

2gudaiya1 votes

[{quoted}](name=Waka FIocka,realm=NA,application-id=3ErqAdtq,discussion-id=ss3HQ2yl,comment-id=0001000000000000,timestamp=2020-01-04T00:40:23.883+0000)

Starting fresh lv 30 players at an average rank like Gold only benefits smurfs to be completely honest.. a new player will lose that game and the next few, see themselves demoted multiple times, and probably feel like absolute crap. Or they play a few, see they are demoting, and stop entirely so they can say "hey I got to Gold", which used to kindof mean something but now it's just... I mean I was Gold IV when I started, climbed to G1, lost promos 3 times in a row to AFKs/tilted individuals/new players who shouldn't even be there to begin with/etc.. Sure I could keep playing to eventually make it out but why should I? What's the point? Every high elo player I have met repeats the same thing: the bs never stops, even at challenger you have to deal with teammates who flame, ragequit, and generally stop giving a shit after their first death. There's no benefit to me pushing past gold aside from saying I put myself through the most BS matchmaking of any game I have ever played over and over and OVER again like smashing my head against a brick wall.

Not to say Gold and Diamond players are the same skill level. There's truly a difference there in composition, skill, and map control (which I am interested in improving on) but not at the expense of my mental health, in ranked lmao

Anyway there's obviously no easy answer for how to fix ranked matchmaking and placements. If it were so easy I'd like to think Riot would have already implemented whatever change it would be. My opinions still stands that players should start at the lowest rank and work their way up. No more of this average inital placement just to play tons of games & figure out where you really sit. Also if League would stop going off of only winning games that would be nice. Individual performance is just as important as team performance, especially when there are trolls and quitters everywhere ruining games for those who remain composed.

we are dealing with an esport though, the game wants to find gifted players by putting them against the lowest of the gifted players when they are still very new to the game, there is an lcs to keep populated afterall. if the newbies can swim then we might have an interesting person's on our hands, if they climb them whew we might have a talent on our hands, and if they crack challenger as a teen then we might have found a new faker. the ladder has to somehow facilitate that process while making sure it's regular mortals can still have a good time. so starting somewhere high silver low gold does that supposedly.

is this how I would run it? not at all, but this is what we got...and if riot haven't announced plans to alter it yet then I guess it's here for another season even though the boards are slowly reaching an agreement (almost impossible to get the greater boards to agree on something) that the starting point for ranked should be altered.

will be interesting to see what rito do going forwards cause something certainly needs to change after the ladder expansion.

R0ses R Red1 votes

When doing placements, your first matches place you around the MMR/Rank where most players are. These matches aren't about matching you with players of equal skill, but deciding where your MMR should fall.

WoonStruck2 votes

[{quoted}](name=R0ses R Red,realm=NA,application-id=3ErqAdtq,discussion-id=ss3HQ2yl,comment-id=0002,timestamp=2020-01-03T23:08:59.298+0000)

When doing placements, your first matches place you around the MMR/Rank where most players are. These matches aren't about matching you with players of equal skill, but deciding where your MMR should fall.

It should be like most games where you start at the bottom and climb.

Its supposed to be a ladder, not a hill where you roll one way or the other

Waka FIocka1 votes

{quoted}

It should be like most games where you start at the bottom and climb.

Its supposed to be a ladder, not a hill where you roll one way or the other

yep. this is why people like me end up with a legitimately fresh, NEW level 30 player in their Gold l promos. 54 cs adc at 24 minutes taking every skillshot thrown at them to the face because they literally jsut stand still and fire their gun with no care for last hitting. They don't even know when they are being camped, if their jg is getting invaded right next to them, what items do and how to counter build, or what the enemy champions can do either. They don't ward. They don't hit their own skillshots. It's a problem for those who are climbing out of gold to be stuck with these poor souls and it also crushes that new player's will to even continue. Both of which are very bad for League's ranked retention rates.

LolStefan051 votes

Sama happened to me. At lev 29 I was playing against level 20-30 players and then once I hit lev 30 I started seeing only level 200 players. this is ridiculous. And I'm not talking ranked, these are normal games.

Arammus1 votes

this is because you have 2 different mmrs. lv 1-29 and lv30+

this is why its almost impossible to get matched with people below level 30, once you hit 30 yourself.

Z3SIeeper1 votes

What's all this nonsense about buying rune pages? You don't need multiple rune pages to begin with, you only need one.

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