Champion Mastery hits PBE (Few Question)

Helliom·3/12/2015, 3:03:56 PM·2 votes·1,606 views

This is something really nice, however I like to clear up few things.

Major Question: Will it be spam games on Champ to get the Badges. (hope not).. It would be awesome if this to be based on Skill.... Like you will not gain higher tiers if you are not good at the Champ...( You are giving out skill Level after every game.. why not get the Higher Tier if you consistently perform on the Champ)

Secondly: How are you going to judge which lane the Champion is going.

It would also help in off-meta picks as people will know this guy is highly skilled on this champ and knows what he is doing.. rather than shouting Troll from the start of the game..

Sincere Request: Please make this Skill reliant.. rather than spam to get Badges

Edit: Keep it as it is. Just add the avg skill on a Champ after a certain badge.

Knowing how good a player is on a particular champion can help in building team around if required

24 Comments

Sir ArmaMalum3/12/2015, 3:17:45 PM1 votes

Spam games

Currently, you will always receive points towards the next mastery rank with every game, but you will more based on your individual and team performance. That will then be compared against the percentile performance of similar roles.

lane?

Lane choice is treated equally in the mastery system, although it is only currently on SR normals so that may (speculation) change if introduced to TB.

Skill reliant please

The mastery system as of right now rewards better play but does not punish bad play outside of simply a microscopic reward, making it an attrition goal. Riot Socrates made that known as an intended interaction. Quote:

"Redditor: I am discouraged by this because it doesn't really show "mastery" of a champion but rather games played. Riot said that there isn't a demotion mechanism and basically if you play enough, no matter how bad you are, you'll become a master of a specific champion.

Socrates: Ranked is the only system that gives players explicit feedback that they are improving atm (and sometimes not improving). In reality, every game you play you are typically improving to some degree. We want this system to fill that gap with a combination of the grading system and progression system. The grading system is percentile driven - so earning a high score means you performed in the top x% of players on that champ in that position. The grade governs the point gains. Ultimately we want a feedback loop that feels meaningful and if we don't feel like we've achieved that we will reevaluate."

TheJuzzo3/12/2015, 3:36:10 PM1 votes

It needs to stay out of ranked.

Focus shifts from helping team to getting yourself some points.

This is actually a poor idea at first glance. Maybe they are not showing us all of it.

Helliom3/12/2015, 6:04:13 PM1 votes

Ok Keep the reward for Spamming however in the center Circle can you add Average Skill Level...

Potato Doc3/12/2015, 7:41:35 PM1 votes

So my feelings on this subject: I feel that for each position that is played it should calculate depending on different stats, so an ADC would be more heavily influenced by damage dealt and kills. However kill to assist ratio would be essential in this to prevent ADC from demanding kills/ creating toxicity so in essence if the adc is within, for example, between a 1.5-1 and 3-1 ratio then it would maximize points, meanwhile a tank would be rewarded more for damage received and assists while deaths don't really effect the score and would gain an average score for kills. Dragon & baron claims would enhance a junglers score along side of kill participation regardless of kills or assists with everything else being average point gains, CS would be more effective with junglers and supports too (however the CS points are minute even then) Supports would gain a large amount of points in tiers based on the amount of wards they placed, and a large amount for assists.

In that way it rewards a player for playing their role, but doesnt really hurt them for breaking the mold so if a support carries a game hard going 10/3/17 then they get a ton of points, meanwhile if you are just awful at the game you would lose points or if you dont really play to the specific role your points are diminished from what they could have been. Its just a rough idea on how it could be implemented and increase team unity/ player mind sets without roles stepping on each others toes.

Dangerous Man3/13/2015, 4:04:16 AM1 votes

I play Sejuani support :) I wonder if it'll know.