"Personal Score" should be a deciding factor how much LP you win or lose.

WoodenCreature·10/26/2018, 6:16:39 AM·5 votes·1,152 views

It's not fair to lose as much as someone going 1/14 just because "he had a bad game" that contributes nothing to the team and hes basically deadweight. Personal Score should be a combined stat from k/d/a vision score aggresion and a whole bunch of stats from the new "Stats" tab in the client. You can't give your best and essentially get punished for getting teammates that are either as not good as you or just simply do not care to win.

17 Comments

Geauxx10/26/2018, 6:37:44 AM9 votes

You do realize games will become far worse as no one will help you and be scared to do anything all in the name of "KDA preservation"

haaaaaaalp10/26/2018, 6:19:42 AM5 votes

Great in theory. Unfortunately, wins and losses are the best measure of "personal score" in practice so nothing would really change.

Icy Hot Shoto10/26/2018, 6:57:31 AM3 votes

So if I, for example, as a support main went 0/20/58 while my adc went 60/5/2, I would naturally get less lp than they do because I had a bunch of deaths?

What is how i'm playing going to change that? I can already ward like crazy, constantly check for and destroy wards, place control wards often, keep my adc or my team in general alive even if I'm dying a LOT for them, and get a low grade because of my deaths.

How can I get more lp than an inter/feeder/someone having a bad game, when I can't even be rewarded a good grade for doing what they're not doing?

Silly Neeko10/26/2018, 6:56:34 AM2 votes

In addition to what is already said.... it is already common practice to go after a single person in an attempt to tilt them off the face of the earth. This is usually caused by multiple times of mid and jungle going top to kill the laner for example if they have hard engage. What you are saying, is that you are better than a person who was camped off the face of the earth with the only counterplay being sitting at fountain.

Lucky you.

If your team mate is being hard camped, instead of flaming them for doing bad, try doing something to win the game like take towers.

Its not that hard. Plus, unless someone visually watches the game with an objective view, they can not tell if the person was trolling or being camped or being outplayed. Sometimes it is just purely based on luck that one person dies rather than the other. Ive had that happen where me and a laner were 1 hit away 6 or 7 times and they BARELY got the one hit before me. Should they be punished for mere luck?

WoodenCreature10/26/2018, 8:20:57 AM1 votes

No wonder why the game is so toxic. Everyone is so one dimensional new ideas are going to be hated w/o real arguments. Can only watch & laugh at people like that.

Sylias Ravenmore10/26/2018, 11:28:53 AM1 votes

I'll upvote because I understand why you probably feel this way..

Unfortunately as it has been somewhat "rudely" pointed out..

It would create a very negative environment and an every man for himself scenario.

However.. I think we could potentially find some balance..

It really sucks to do extremely good in your role, only to have your team-mates decisions cause a clear victory to become a horrible defeat.

I think winning or losing should determine the majority of your LP gain/loss

I also think that a particular set of metrics for each role could be devised so that players that are successful individually could receive a bit of a reward for their effort.

Assists would increase this score on all roles to deter kill stealing and the fights associated with it, there would be more incentive to give the kill to your carry.

Supports could be graded on their warding, proper pinging (if its trackable), utility, crowd control, and relevant factors

Jungles on objective conversion, assists, dragons/barons/scuttles/rift, low minion cs high jungle cs

Mid/Top/Bot would have very similar metrics with maybe a few specifics thrown in.

This could mean scoring high might give you a few extra LP on a win and softening the blow of a loss.

If you are at the point you are winning/losing 20 LP then a high score could fairly lift that particular win to say 25 LP and a loss might only be 10 that game, where as your 0/14/3 1 Vision Score adc lost the full 20. But you would have to do exceptionally good.. like 10/5/4 24 Vision score with 3 towers and 1 inhib

It isn't much but 4 games of consistently good individual game play wins would be one free match of 20 LP. Losing would be like two of your matches didn't get thrown against you.

It would have to be finely tuned though.. and Riot would have to really think about a system that wasn't abusable for gain. it would also have to encourage players to want to play as a team.

The sodium levels would definitely drop..

Players would relax a little and think.. OK I'm losing this, but at least I won't lose everything.

I've lost games where the fault was on my shoulders.. I've lost games where I practically spoonfed the team a win and it gets thrown over a fight or a lack of focus or skill or something crazy.

I've counted quite a few days where I took a loss, and it felt like my team-mates were nowhere near my skill level.. Games where I've gotten every dragon, taken multiple towers, had double digit vision scores, i'm 4 levels higher than everyone, sitting at near full build I don't take the kills because I'm getting my team fed status.. and then they are fighting over something, divide my vision score and its still higher than all 4 team-mates combined, how the hell are these guys level 30esque stats across the board nothing you do or say can quell the saltstorm, the raging infernos, and you've gone out of your way to talk someone up and its just over

A few of those games it would have been nice for something like that..

But once again.. highly abusable and how do you actually implement it fairly?