Gain/Lose LP base on the "During the game performances"

QueHill·3/7/2019, 9:17:54 PM·4 votes·1,239 views

Hello everyone,

I'm writing this discussion to talk about a better system which Riot can implement to improve the quality of the ranks games. This is particularly targeting the current Gaining and Losing LP system

I'm currently playing in silver Elo and it is hell. This is making one of my favourite game into something that I could hate. If you wanna check my stat, click on this OP.GG link: https://euw.op.gg/summoner/userName=ZiKa

As you already know, at the moment league rewarding system is such a black and white procedure: you win a game you gain LP, you lose a game you lose LP. So I'm proposing a new LP gain/lose procedure which seems to be much better than the current one. But before we get to that, I have to describe the following senario.

Okay, let me give you this scenario and don't tell this is not a reoccurring theme in this Elo: You are playing as Zed in mid lane. You win your lane, then roam bot and give your ADC two kills, then solo the drake and take some of the enemy team jungle's camps. By doing so your team should have 2 winning lanes, a drake and an enemy jungler who is at least three camps behind, right?

However, what is really going to happen is that, your jungle is griefing because he was invited early game, your top laner has given up on the games because when he pinged for assistance, the jungler did not magically appeared top lane rightaway, your ADC is inting because he is not the one who is carrying the game and your support is trolling because he was filled.

Then 15 min later, you have managed to maintain your advantage, maybe got a few more kills, performed a few more successful roams, then suddenly, your team engage in a random and unnecessary team fight. You rush yourself into the team fight and actually manage to kill the enemy team ADC and Midlaner (the squishy targets) as well as damage the jungle to very low health. But your team just loses the team fight: your ADC, at the beginning of the team fight, flash into 5 people and instantly dies. Your top lane could not be bothered to join the team fight, your support is dead and still has his ult up and your jungler throws a couple of random skill shots get caught and dies. Then they start to flaming each other until the game is over. The Zed who spent about 35 min to carry his team with 9/2/7 KDA and 264 CS going to lose 20LP. He tries to report other players, but as you probably know, the reporting system does not work.

Given this scenario, in the eye of the Riot, if a player is actually as good as Zed, aforementioned, in the majority of his games, he should have another winning lane and another natural lane, which means a 75% winning chance. This means, if you can win your lane (having more CS and kills than your opponent) in the majority of your games, you should have at least a 75% chance of winning. But unfortunately, this does not happen in silver. At best, in this Elo, your chance of winning would be around 40% which means your win rate would most likely be less than 50% which results in you cannot ever climb the Elo. I mean Riot can put in the test if they have not already, they can allocate 10 people to play 100 games in silver Elo then they can report their experiences.

So what am I trying to achieve here, well, I'm proposing a new Gaining/Losing LP system. Instead of the current system which is such a black and white jugment, the player can be rewarded/punished based on their win or lose as well as HOW THEY PERFORMED DURING THE GAME. What I am proposing is very similar to the new shut down system the Riot has recently (season9) implemented, which is, the player who has performed very well throughout the game (has high CS/kills/ roams/ damaged the objectives) killing them would be rewarded with higher gold.

For example, a player **wins **with the following stats :

Win = Gain the base LP (gain a maximum of 5/5 LP out of the total of 100 LP available to the entire team) KDA = 9/2/7 [High] (gain a maximum of 5/5 LP out of the total of 100 LP available to the entire team) CS = 264 [High] (gain a maximum of 5/5 LP out of the total of 100 LP available to the entire team) Damage dealt to champions = 38,285 [High] (gain a maximum of 5/5 LP out of the total of 100 LP available to the entire team) Damage Taken = 28,574 [Medium] (gain 3/5 LP out of the total of 100 LP available to the entire team) Damage to the objective (turrets etc...) = 23,842 [High] (gain 4/5 LP out of the total number of the entire team) Vision score = 36 [High] (gain a maximum of 5 LP out of the total of 100 LP available to the entire team)

So this player will gain a total of 31 LP for his win (almost near perfect).

Now another player in the same match **wins **with the following stats :

Win = Gain the base LP (gain a maximum of 5 LP out of the total of 100 LP available to the entire team) KDA = 3/9/2 [Very Low] (gain a maximum of 1/5 LP out of the total of 100 LP available to the entire team) CS= 56 [Very Low] (gain a maximum of 0/5 LP out of the total of 100 LP available to the entire team) Damage dealt to champions = 11,285 [Low] (gain a maximum of 2/5 LP out of the total of 100 LP available to the entire team) Damage Taken = 14,174 [Low] (gain 2/5 LP out of the total of 100 LP available to the entire team) Damage to the objective (turrets etc...) = 16,842 [Medium] (gain 3/5 LP out of the total number of the entire team) Vision score = 6 [Very Low] (gain a maximum of 1/5 LP out of the total of 100 LP available to the entire team)

So this player will gain a total of 14 LP for his win (Below average).

Now a player **Loses **a game with the following stats :

Lose = Lose the base LP (Lose a maximum of 5 LP out of the total of 100 LP mean to be dedicated from the players of the team) KDA = 11/4/8 [High] (Lose a maximum of 1/5 LP out of the total of 100 LP mean to be dedicated from the players of the team) CS= 311 [High] (Lose a maximum of 1/5 LP out of the total of 100 LP mean to be dedicated from the players of the team) Damage dealt to champions = 48,773 [High] (Lose a maximum of 2/5 LP out of the total of 100 LP mean to be dedicated from the players of the team) Damage Taken = 15,574 [Medium] (Lose a maximum of 1/5 LP out of the total of 100 LP mean to be dedicated from the players of the team) Damage to the objective (turrets etc...) = 14,247 [Low] (Lose a maximum of 2/5 LP out of the total of 100 LP mean to be dedicated from the players of the team) Vision score = 28 [High] (Lose a maximum of 1/5 LP out of the total of 100 LP mean to be dedicated from the players of the team)

Now this player will lose a total of 13 LP for his Lose

Now a player **Loses **a game with the following stats :

Lose = Lose the base LP (Lose a maximum of 5 LP out of the total of 100 LP mean to be dedicated from the players of the team) KDA = 1/12/4 [very low] (Lose a maximum of 5/5 LP out of the total of 100 LP mean to be dedicated from the players of the team) CS= 102 [Low] (Lose a maximum of 5/5 LP out of the total of 100 LP mean to be dedicated from the players of the team) Damage dealt to champions = 12,123 [Low] (Lose a maximum of 5/5 LP out of the total of 100 LP mean to be dedicated from the players of the team) Damage Taken = 21,134 [Medium] (Lose a maximum of 3/5 LP out of the total of 100 LP mean to be dedicated from the players of the team) Damage to the objective (turrets etc...) = 11,277 [Low] (Lose a maximum of 4/5 LP out of the total of 100 LP mean to be dedicated from the players of the team) Vision score = 11 [Low] (Lose a maximum of 4/5 LP out of the total of 100 LP mean to be dedicated from the players of the team)

Now this player will lose a total of 31 LP for his Lose

In essence, all of these basically means that a player will gain/lose LP based on their win/lose as well as how they performed during the game accordingly. This means a player who was disagreeable during the game for no reason, intentionally tried to cause his team to lose, etc... will be punished the most in their group. Conversely, a player who tried to lead their to victory by taking and maintaining high KDA, CS, damage, roaming etc.. will be rewarded the most in their team. And lastly, the players who went natural on both side shall gain/lose LP accordingly.

I believe this system will encorage the players to play in a manner that is in the best intereste of themself and other playes in thier team.

If you have any argument/comment about my post, I do highly encorage it.

Thanks

9 Comments

Picklè Rick3/7/2019, 9:34:55 PM1 votes

[slayer-pantheon-thumbs]

Unker1393/7/2019, 9:37:26 PM1 votes

I believe it will encourage people to play in the best interest of themselves.....

If I take as much cs and possible and only hit for the kill shot, I will gain more lp for wins and lose less lp in losses than my teammates. I will rank up faster by farming when behind rather than risk hurting my kda in a losing fight.

Two nights ago I dived on a 23/2 gnar 53 mins into the game killing him, taking my 15th death, but allowing the rest of the team to push for the win. My game was bad, but we wouldn't have won without my one good play.

As soon as you incorporate skill modifiers into a win/loss ranking system, the skills become more important than the win.

GigglesO3/7/2019, 9:44:56 PM1 votes

Need to add a metric for things like Shielding done Healing done for those supports that mainly heal/shield.

Tanks also don't always "take alot of damage" Mitigated damage would help with that stat block.

BigChinLesbian3/7/2019, 9:55:00 PM1 votes

It's a neat idea, but as someone who is a support main, I wont be toping the damage charts to maximize an LP gain. I wont be getting CS. Depending on who I play I also wont be taking a ton of damage. You have only thought this idea through from the view of a carry, which is understandable. There are players who like to play supports and tanks that would not fit into your metrics of LP gain.

Salron3/7/2019, 11:32:59 PM1 votes

No We don't need more KDA players in soloq

AtomicBomb5/13/2019, 5:25:05 AM1 votes

To have such rewarding system is all what solo/due q players need. It is clearly explained in this post that ITS NOT ONLY ABOUT KDA, but a whole game performance, and that is great!. Riot can further analyze and decide what factors and for which player role LP is rewarded.

Great Idea.