We should gain/lose more or less lp base on our play

The Deckowner··3 votes·335 views

Think about it this way.

In a game, A fed his ass off and was a complete liability for the team, while B hard carried and won the game despite having A feeding.

Why does A gain the same or even more(if he has lower mmr) lp than B? He clearly doesn't deserve it.

Since we already have the grading system, why can't we make the feeders lose more lp and the others lose less?

6 Comments

Jamaree2 votes

It is a sound idea on paper, but in actual game it would spiral into people stalling the game as long as possible to pad their own scores and thus get more LP rather then doing the proper thing and wanting to end asap. It would also punish supports whose scores tend to be theoretically negative with far more assist then kills and at times are the ones who carry the game.

The Deckowner1 votes

The system should be more of a punishment for feeders than reward for carries imo, by adjusting numbers it can discourge people from pedding kda and stuff.

Also KDA usually is the sum of kill and assist over dearh, so it shouldn't hard supports. Even the grading system doesn't only count kda, number of cs damage dealt to champions and towers taken are also important stats to measure a player's contribution to the team.

Jamaree1 votes

[{quoted}](name=The Deckowner,realm=NA,application-id=3ErqAdtq,discussion-id=yt754wpP,comment-id=00000000,timestamp=2016-07-22T05:03:07.724+0000)

The system should be more of a punishment for feeders than reward for carries imo, by adjusting numbers it can discourge people from pedding kda and stuff.

So it punishes people who do awful one game? I don't care who you are, we have all been that feeder one time or another.

Also KDA usually is the sum of kill and assist over dearh, so it shouldn't hard supports. Even the grading system doesn't only count kda, number of cs damage dealt to champions and towers taken are also important stats to measure a player's contribution to the team.

For a support, the grading system on whether or not they get an S heavily depends on whether or not they died. So if they went like 0/1/17 , they would only get an A and with champions like Braum and Leona, getting an S is damn near impossible.

The Deckowner1 votes

So it punishes people who do awful one game? I don't care who you are, we have all been that feeder one time or another.

Wait so you are saying people who do bad and feed deserve to not get punished in lp for doing bad?

For a support, the grading system on whether or not they get an S heavily depends on whether or not they died. So if they went like 0/1/17 , they would only get an A and with champions like Braum and Leona, getting an S is damn near impossible.

I main support, i have gotten S on Blizcrank Vel'koz Soraka and Thresh. the requirement for S isn't that harsh, going like 2/1/11 can get you S. Especially tank supports can die more than peeling support and still get S. As long as your kill participation is high.

DrCyanide2 votes

Let's assume for a second that I'm a mage Mid and you're the ADC. We're both really low, standing almost right on top of each other, and some projectile starts coming our way (let's say it's a Caitlyn ult aimed at you, so you can't dodge). If I tank the projectile, I die, potentially requiring me to play yet another game to get to my series if we win, or setting me further back if we lose. Even if tanking the projectile could lead to winning right then, it's in my best interest to let you die. After all, my LP is dependent on me plopping down more wards from the fountain, getting CS, killing and not being killed. Leaving you to die and taking Raptors instead of defending our base from the counter push is mathematically the best choice I can make.

As soon as the focus shifts from winning the game to how you perform in the game, gameplay will suffer. It's the opposite of Proxy Singed, where you sacrifice all gameplay stats to win the game, instead sacrificing winning the game to climb the ladder more effectively.

The Deckowner1 votes

That isn't really how overall performance grading works, one single sacrificial death would not make you a liability for your team and in no world would it be considered feeding.

The main focus would still be winning the game, what I was talking about is win/loss more or less based on performance. Even if you play very well but loss you are still going to lose lp, just that you should lose less than the mad feeder.

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