Tired of being demoted because of bad players and trolls. Rank system needs a complete overhaul

Silver Strings·10/8/2015, 2:16:51 PM·6 votes·2,817 views

LP needs to stop being solely based on whether you win or lose. That's the main point of what I'm about to say. At one point I was s2. I have been demoted all the way down to the bottom of s5 because of the teammates that I have been getting. Yes, I have my off games and I will claim full responsibility for that, but when nearly 90% of my lost games have been because of other players, and I'm the one getting punished for it, there's a big problem. I would propose that the rank system is based on your in game performance. So that bad players can't coast into higher ranks for free and better players aren't punished so severely when a loss isn't their fault. Before the argument comes up that, "what if people go afk or leave so they start dying less?" leaving or going afk, feeding, or just stopping helping the team would result in the maximum penalty and possibly a short ban from ranked. I think this would encourage some players to be less reckless and others to be more determined. The base idea would look a bit like this: 100 cs = 1 LP 5 kills = 1 LP 10 = assists 1 LP 5 deaths = -1 LP firstblood = + or - 1 LP depending on which side of it you're on dragon = 1 LP baron = 2 LP loss = -10 LP win = +5 LP tower kill/assist = 1 LP Win streaks grant +5 LP for each win starting at 3 wins Loss streaks cost -5 LP for each loss starting at 4 losses. LP would cap at + or - 30 Being in the lowest rank and having a loss streak in excess of -20 LP each game would result in a temporary ranked ban.

I did the math with a few of my games to test how this would turn out.

10/11/10 with 134 cs 1 baron 2 dragons and I assisted with 6/9 towers. +1 for cs +2 for kills +1 for assists -2 for deaths +2 for dragons + 2 for baron +5 for winning +6 for towers = 16 LP for a fairly average and balanced game which is about what the average is per game anyway.

6/5/8 with 170 cs and 3/4 towers +1 for cs +1 for kills +0 for assists -1 for deaths +0 for dragons + 2 for baron -10 for losing +2 for towers = -5 LP for a fairly average game. It balances out decently well compared to the flat 15+ loss on average with the current system.

25/5/2 with 205 cs and 6/9 towers +2 for cs +5 for kills +0 for assists -1 for deaths +1 for first blood +2 for dragons + 4 for baron +5 for winning +5 for win streak +6 for towers = 29 LP for an exceptional game.

Edit: I would like to point out that I only got this score because this particular team worked well together. It wasn't just me getting fed. While I got the most kills, the rest of the team was not starved either

Unfortunately I could only find one loss of my own that balanced out with less than -10 at an even -15 due to a bad loss streak and my ADC leaving the game which in my opinion serves as proof of this systems effectiveness. People who work with their teams and fight for objectives and play the game as it's meant to be played aren't punished as severely as those who purposefully ruin games.

To reiterate what was said earlier, leaving a game, going afk, or being reported for legitimate reasons will result in an automatic -30 LP for that game as well as a temporary ranked ban for repeat offenders.

Obviously this would need some improvements and changes from riot to make it more reliable but as a base idea this has a lot of potential.

EDIT: I do not think that this system is at all necessary in team ranked matches.

23 Comments

Deep Terror Nami10/8/2015, 2:20:48 PM3 votes

Having good scores does not equate to helping win the game. The only point that matters is the Nexus kill, so unless what you did accomplished that, it's all irrelevant.

Rewarding players based on their own score instead of the win promotes greedy play that, as I already said, is not the same as winning the game; as a matter of fact, that kind of play results in losing. This is a team game.

Echo Kazem10/8/2015, 3:24:56 PM3 votes

CS, Kills, Objectives, and any other components of the game are only important insofar as they allow you to destroy the enemy nexus before yours is destroyed.

Any system that rewarded/removed LP based on anything other than W/L would be defeat the entire purpose of the game.

XxobscenexX10/8/2015, 3:22:16 PM2 votes

[{quoted}](name=Silver Strings,realm=NA,application-id=cIfEodbz,discussion-id=4VLnrsBJ,comment-id=,timestamp=2015-10-08T14:16:51.220+0000)

LP needs to stop being solely based on whether you win or lose. That's the main point of what I'm about to say. At one point I was s2. I have been demoted all the way down to the bottom of s5 because of the teammates that I have been getting. Yes, I have my off games and I will claim full responsibility for that, but when nearly 90% of my lost games have been because of other players, and I'm the one getting punished for it, there's a big problem. I would propose that the rank system is based on your in game performance. So that bad players can't coast into higher ranks for free and better players aren't punished so severely when a loss isn't their fault. Before the argument comes up that, "what if people go afk or leave so they start dying less?" leaving or going afk, feeding, or just stopping helping the team would result in the maximum penalty and possibly a short ban from ranked. I think this would encourage some players to be less reckless and others to be more determined. The base idea would look a bit like this: 100 cs = 1 LP 5 kills = 1 LP 10 = assists 1 LP 5 deaths = -1 LP firstblood = + or - 1 LP depending on which side of it you're on dragon = 1 LP baron = 2 LP loss = -10 LP win = +5 LP tower kill/assist = 1 LP Win streaks grant +5 LP for each win starting at 3 wins Loss streaks cost -5 LP for each loss starting at 4 losses. LP would cap at + or - 30 Being in the lowest rank and having a loss streak in excess of -20 LP each game would result in a temporary ranked ban.

I did the math with a few of my games to test how this would turn out.

10/11/10 with 134 cs 1 baron 2 dragons and I assisted with 6/9 towers. +1 for cs +2 for kills +1 for assists -2 for deaths +2 for dragons + 2 for baron +5 for winning +6 for towers = 16 LP for a fairly average and balanced game which is about what the average is per game anyway.

6/5/8 with 170 cs and 3/4 towers +1 for cs +1 for kills +0 for assists -1 for deaths +0 for dragons + 2 for baron -10 for losing +2 for towers = -5 LP for a fairly average game. It balances out decently well compared to the flat 15+ loss on average with the current system.

25/5/2 with 205 cs and 6/9 towers +2 for cs +5 for kills +0 for assists -1 for deaths +1 for first blood +2 for dragons + 4 for baron +5 for winning +5 for win streak +6 for towers = 29 LP for an exceptional game.

Edit: I would like to point out that I only got this score because this particular team worked well together. It wasn't just me getting fed. While I got the most kills, the rest of the team was not starved either

Unfortunately I could only find one loss of my own that balanced out with less than -10 at an even -15 due to a bad loss streak and my ADC leaving the game which in my opinion serves as proof of this systems effectiveness. People who work with their teams and fight for objectives and play the game as it's meant to be played aren't punished as severely as those who purposefully ruin games.

To reiterate what was said earlier, leaving a game, going afk, or being reported for legitimate reasons will result in an automatic -30 LP for that game as well as a temporary ranked ban for repeat offenders.

Obviously this would need some improvements and changes from riot to make it more reliable but as a base idea this has a lot of potential.

EDIT: I do not think that this system is at all necessary in team ranked matches.

Amen

Billco10/8/2015, 2:53:00 PM1 votes

I don't think the points themselves need reworking, so much as the awarding of those points. Everyone has had the experience where you play really well and get good teams, then hit promos and find yourself with duo mid feeders, one AFK and the last idiot is lagging on McDonalds' Wi-Fi. The result is your promos are almost entirely about luck and you never get the chance to rise out of Silver.

It is not confined to Silver either. I often spectate Plat games, and they suffer from the same problems. At first, I thought these were people who bought Plat accounts, but after looking at their stats and history, they simply have no clue what they are doing but still won against AFKs, ragers & feeders.

Riot needs to take a long hard look at the ranking system, because right now it's punishing a lot of good players while not doing enough to screen out the bad ones. I really should not need to meticulously check people's stats in champ select and second-guess their rank.

DárkFlameMáster 10/8/2015, 4:41:34 PM1 votes

100% agreed just made a post similar. Demotion isn't even fun. This game rewards what other people can do to you. I've told myself I've been bad at league for 2 years now and that hasn't gotten me anywhere. There is no progress, its like playing at recess and never getting punished for knocking kids off the play place.

Adeptus Terra10/8/2015, 11:27:47 PM1 votes

And what would happen to the higher mmr players? In some of my ranked games there are a total of 100 kills (between both teams) so if you are in higher tiers and there are less you would drop mmr. That hardly sounds fair. Im in Silver so i am by no means credible or have a just reason to say this but i would assume you are a low mmr player due to your opinion on how points should be given.