Individual lp gains and losses

creatureplex·11/29/2019, 10:22:05 PM·1 votes·1,733 views

New rank system that no longer rewards or punishes the whole team overall. Someone mention grades but grades take in account base not on how the game went but based on how others of said champion played per role. So imagine a thresh sup goes 2/0/20 and another thresh sup goes 4/9/10 the ladder would get an s while this thresh might get a b. That's roughly how it works.

Now a better system is to grade based off of how u did win or lose. Laners top mid and bot how was your cs get a 5 for perfect cs get a 0 if below 100 Cs by 20 minutes in game.

So this is how it would work

Top lane mid lane bot lane jungle support

Cs perfectly get a 5 do poorly get a 0. Take tower vs lose tower determines if you won your lane. 5 points for winning 0 points for losing.

Jungle and support criteria at bottom of this post

Everybody graded system

Vision score place wards that caught enemy champion destroy wards to deny vision more wards placed and destroyed you do second best on team get 5 points u do worst get 0 points. Overall kda 100% means 0 deaths or 2 to 1 ratio get score of 5 compared to no kills or 1 to 2 ratio gain 0 points Kill participation 100% get a five 0% get a zero Objective control rewarded 1 point for each objective you participated in.

Roles specific

Now tanks tank most damage get 5 tank least amount of damage get a zero. Note a tank will be only eligible if riot considers them a tank and tag them as such . Ex garen Darius nasus sorry gragas and reksai

Adc and apc do most damage only eligible if marked as a marksman or mage adc attack damage apc magic damage. Do the most damage out of mages get a 5 or do the least magic damage get 0 points same goes for the adc.

Bruisers graded on both ability to tank damage and do damage only eligible if considered a fighter and marked as such. So ex. Vi took 26k damage and did 20k damage and the tank took 50k damage and the adc ditched out 50k damage this vi would get a 5. While if she only took say 9k damage but ditched out 16k damage she'll get somewhere in the middle of 1 through 5.

Assassins measure on kills 1 to 1 ratio gets them a 5 while anything less would get them a 0. Assassins are graded harshly because of their high risk high reward playstyle.

Jungle

Graded on possible camps taken through first 20 minutes of game more camps taken more likely to get a 5. Take little to no camps get a zero. Countering jungling if u took last minion in camp u took the camp. Ganks success for each attempt get a flash kill or assist get a point lose a point if you died with no kills or flash for a flash.

Support

Assists solely getting the most assists in the game will give support a 5. While getting the least will get a zero. Supports are expected to ward more often so because of this they are expected to always place the most wards that spot an enemy and deny vision. They'll get a 5 for this while they'll get a zero for not warding the most. Bonus given for destroying hidden traps like jhins stealth bombs or teemos mushrooms.

This is if your team wins get perfect score in every category get 30 lp gain Do the worst in every category you'll get 5 lp gain.

If your team loses do the best in these categories you lose 5 lp. Do the worst in these categories lose up to 30lp

This is all regardless of mmr win streaks or loss streaks.

5 Comments

toby mcteague11/30/2019, 2:29:18 AM2 votes

Then everybody will just become KDA players and not play for the team. What if a play knows how to get kills, but doesnt know how to pressure the map?

Second, your proposition is flawed for the following reasons:

  1. MMR will and should always count how much LP you get per game. (Of course, in the 4th division of every Tier you get reduced LP because for example there are more PLAT 4s than Gold1s, in order to weed those newcomers who dont belong in said new Tier). In my individual case, i was getting 18-19 LP in Gold 1, and 14-15 LP in Plat 4. Now I’m Plat 3 and my LP gains are 17-19LP per game.

  2. Not everyone gets the same amount of LP on the same team. Smurfs will get 30+LP per win and skip divisions. My brother gets 21 LP per win in Plat 4,while I only get 14LP

  3. On your proposition for Kill Participation: How about champions that splitpush like Tryndamere? What if it’s better that he applies pressure somewhere else on the map instead of mindlessly grouping all the time?

  4. What if you’re playing a scaling champion like Anivia who is slow to scale but really pop off until in terms of damage at 3 items, but the game ends in 15 minutes? You didn’t really do damage all game. Should anivia gain 5LP because her damage contribution was super trash? Seems like a toxic way to punish scaling champions in such a fast paced meta.

  5. LP gains based on how well you farm is stupid. If Riot based your endgame reward for how well you farmed, more players would just perma farm sidewaves instead grouping, just to save face and lose less LP? Doesnt sound right.

LP based on grades are just not reasonable nor the best way to determine LP gains or losses.

If you’re Iron - Plat, the best way to climb is not to learn new techniques (though it is helpful) or mechanics, but rather to reduce your mistakes:

If you are playing at your best each game, you will surely climb, which in turn makes you win games, which in turn increases your MMR, which in turn increases your LP gains and lowers LP losses.

Don’t focus on selfish play, because your propositions encourage just that.

AronCartman11/30/2019, 6:30:29 AM1 votes

You have no idea how the system works and all your ideas are r%%%%%ed. Atleast for ffs learn what counter Junhlng is be fire grading it.

Tokishi712/2/2019, 7:29:09 AM1 votes

I don't think that their should individual systems like that, but I do believe that if a player obviously played well as opposed to his teammates, he should not be losing full lp values nor should a player deadweight gain full lp values.