Mastery Reworked

Pacattack25·9/4/2017, 4:36:50 PM·1 votes·207 views

Ok - I think by now we all know that the BS mastery system is BS for a few reasons - least of which being the fact that it counts CS in ARAM ... so here are a few suggestions on fixing the system

from top to bottom things that matter most to new system to things that mater least 1: OBJECTIVE participation - it does not matter in the slightest how many kills you have if your opponents are at your base taking your nexus - being there to defend turrets and take turrets should be the number one priority and be the main reason why you get the score you get. Let's put the main focus where it belongs - if you aren't destroying turrets/dragon/baron/whathaveyou and your opponents are then you are losing. Weight: 40-50% of total grade essentially without this you can't get anything above a B 2: Kill participation (note not total number of kills) yes kills are nothing but means to an end - but getting rid of your opponents makes the end so much easier - the more kills you participate in the better your score and hopefully because the participation matters but the kill itself doesn't KSing will be reduced. Weight: 15-20% of total grade 3a: (K+.25A)/D ratio: You dying is something that should be avoided, and let's put some actual value on assisting in the matter Weight: 10--15% total grade 3b: Vision: Vision is important - as important as not dying is - let's make it impossible to get an s without at least attempting to have vision on the map (obviously this one has no effect in Aram because oracles isn't always necessary) Weight: 10-15% 4a: CS - need that gold. Weight 5-10% 4b: Sportsmanship: Someone pings for assistance and you actually come to assist them? See someone (or be the person who) Pings MIA and back off your lane because their laner might be coming? Pinging on my way to help set up a gank? All these things should be rewarded if there can be seen an obvious cause and effect - obviously because this one would be harder to check for sure it'll be weighted less - but knowing the game is looking for it might reduce toxicity. Weight 5-10%.

Finally: Put all these numbers into a convenient grid when someone clicks on their grade they got that game so they can look at for example objective participation and find out exactly why they failed to get an S that game and what score they had received AND WHY THEY RECEIVED THAT SCORE.

You may note that the lowball number for percents add up to 85 and the highball number adds up to 120 this is for two reasons: 1: I am human and the amount of weight I may put on any thing may be wrong - so having a large scale of what seems appropriate means that what is appropriate is almost certainly along the scale. 2: This allows you to break ties between things I found of about equal worth (weather it be because it would be hard to check or otherwise not applicable in a game mode)

So I want to hear your thoughts on this - do you agree with where I put things.

0 Comments