Revamp Ranked System
I didn't play until late season 3 so I didn't experience this firsthand myself but, the old MMR system before LP and divisions (1-5) were a thing made WAY more sense. Placements are just a beautiful way to intentionally ruin someone's day if you felt like it. I can hop onto op.gg or any other website and feel like "doing my best" only to go 0/4/0 and lose their promos :) jk
One of the flaws shared between the old and new systems include the hidden MMR value and equation. I don't see why this can't at least be given privately to the individual. It's otherwise hard to rationalize why you could be winning 5 games in a row and still receive gains of only 22 LP and lose 15 or even 18 points. And yes, I've had it both ways. Some games I could go 50/50 for a while and still receive decent gains of 25-28 LP. Other times I would be on that winstreak on a smurf, lose a couple, go 50/50 again, and be down to gaining really low amounts, even if I hit another streak. This would be part of the elo hell people talk about. Divisions and placements are cancer for this reason. Because in reality, nobody actually knows how the system works, and those MMR-checking websites give you a "fair" estimate on it, but it seems far from accurate, based on the reasoning I've been told for certain LP gains/losses.
Real talk, Riot, nobody is denying that wins/losses should be determined by the better team. And as much as this sounds like getting a medal for last place, it really isn't, if you still have the nerve to call this "solo queue." If I asked anyone who didn't play this game what they thought it meant upon hearing it, they would give you a definition somewhere along the lines of individual performance. I don't see how the experience we've been sitting through for a few seasons now honestly fits anywhere close to that definition. You made a scoring system and tied it into your crafting system, granting masteries based on, again, unknown factors in achieving S-/S ranks. Most people speculate it often has a lot to do with CS, but that's all we've got. Why isn't a rubric in development for individual scoring in their respective roles? And don't even bring up anti-meta, you've been HEAVILY pro-meta for a long time. Because while you claim to be open to it, out of 130 or so plus champions, only a small fraction are regularly played in LCS. Yet you insist on changing the jungle every season because you've got this philosophy of HAVING to change the flavor in order to keep the game from going stale or something. Seriously? The first 10 minutes or so is spent almost entirely on last-hitting creeps. If people haven't left despite having to go through that tedious process, I don't think you have to worry about the goddamn jungle lmao.
Back on point, if you intend to maintain this LP and placement system, then offer an improvement geared to compensate the better players for their in-game performance. For example, a decent amount of CS as a 4/1/1 Lucian early on into the game, maintained active kill participation, a lot of damage on his team, but lost the game (because other teammates have been making awful decisions elsewhere and despite pings and sweet-talking, you just couldn't get them to budge; it happens,) should STILL lose the game, and LP, but not as much. A mitigation of some LP points should be in effect. It will save that player who tried his/her ass off the frustration and lighten the overall mood of the game knowing that "well, I spent 40 minutes into this, but at least I only lost like 10 LP instead of 14." And a slight boost for winning players with high damage/ward placement (that isn't in base)/kill participation/damage taken without feeding the shit out of the enemy team, as well.
Is this really such an awful idea? I figure it would get the better players to climb even more quickly, leaving fewer games in like ~ silver elo to be stuck with other gold/plat smurfs for longer periods of time, forcing them to play at a really advanced level just to climb a single division, let alone hit gold.
TL;DR, with specialized rubrics for measuring individual performance geared toward their respective roles with extra LP/mitigation as reward for hard playing (considering outside factors you have no control over), we will have:
- Improvement in mood/atmosphere in-game
- More effective rewarding system
- Greater community approval of the ranked experience
The point is that individual skill is recognized, and not just averaged in as a "Win" or a "Loss" for Solo Queue