Other metrics for LP/Ranked

SkyyLab··1 votes·230 views

I just had a game that ended in a loss and me having a really long conversation with another player because I said some things in the game that showed my frustration with having some teammates giving up an enormous amount of kills in the early game. It wasn't until after the hot heads had cooled, I apologized for my fumes, as did the other player that I started looking at the ranked system overall and once again trying to figure out how it can be adjusted so that in a game where you are performing well but literally thrust into such a negative power zone that you are made almost useless by proxy, you don't feel as if you are being so harshly punished. I understand that part of the game is that sometimes you're up and sometimes you're down and helping when you're up is a huge part of getting to the win.....HOWEVER...lets say you're mid lane and you're 0-0 but breaking even in cs with the enemy mid(who has never left the lane to roam mind you) but a lane on your team is 0-5 or worse in under 8 minutes of the game, the other lane is 1-2ish giving not only the opponent in their lanes a substantial lead but also potentially making the enemy jungler that you could encounter on the way to help out extremely scary. Then what?

The first impulse of mine is to just play defensive, upgrade trinket wards, get homeguards, and turtle. Fight only under turrets but even let them have an outer turret or two if you know that you can't win team fights and they are big enough to dive tier 1/2 easily, try to keep as much vision around your base as you can and just bunker in hopes that them still being low level plays to your advantage if they try to hard siege your base and wait for them to get greedy. Don't try fancy dragon contests knowing that you're so far down and can visibly see that someone on your team isn't making great decisions in fights especially if its your engage....just farm and wait it out if you know you can scale. Look for picks....but play it safe.

IF that is the right move(huge IF, I'm quite aware that maybe my understanding of how to play from behind is completely off), all I can do is try to relay that to my team by saying stuff like "fall back", "make sure to ward", or "don't engage for now" and hit the map with a number of pings showing where I think we should or shouldn't be. But what if the team still insists on taking lop sided 2v3 fights in the enemy jungle, continuously shoving with no vision, or trying to solo dragon when 2 of us are dead and their team is alive and headed that way......then what?

THIS is the moment that for me as a player I feel held hostage by the game because regardless of whether or not I'm trying to stay cool headed(which I often still fail to do but I'm trying my BEST to be quiet and/or mute people instead of arguing or flaming and just focus on not feeding myself and communicating through pings if need be) and actually be strategic, if my teammates are hell bent on contesting that 2nd dragon even though the fed Tryndamere is split pushing onto the base turret in top....all I can see is that I'm going to lose LP or I'm about to fail this tier climb series and at this very moment there is absolutely nothing I can do about it. THAT to me is one of the elements that makes solo queue feel like its just not worth the effort which is really terrible because I LIKE TO PLAY RANKED. I really like being competitive, trying to win harder match ups, and trying to learn to turn a game around when its in the gutter.

I said all that to say this....there should be other metrics than W or L that contribute to the climb. Those should be the bottom lines logic but if someone goes 0-8...they should lose more LP than the person who went 5-6. Maybe a mixture of KDA, wards placed, turrets taken, and other things could factor into making it less frustrating to end up in a game like that. I don't really have an answer for the problem but I just wanted to voice my opinion on topic while it was fresh on my mind. Thanks for listening/reading, thanks for feedback...unless its negative......because then I'll have to mute you. :P

2 Comments

Ballserium3 votes

But if you can't win games why should you be rewarded? Rewarding good KDA means people never engage with tanks, or try and contribute with adcs cuz "muh LP loss" Rewarding wards placed means everyone buys a sightstone and afks in base. Rewarding turrets taken just means no-one helps with taking down turrets as they all try and KS it. Rewarding anything outside of a Win means players end up chasing that rewards.

SkyyLab1 votes

That's what I'm saying though, how are you to win games in instances where your team either isnt concerned or isnt skilled enough to help you achieve that? Is it really ok that being able to hard carry to a W if half your team doesn't understand fundamentals like vision coverage, map control, pressure, phase transitions, etc...is the ONLY viable option and determinant of what you receive at the end of the game?

I definitely understand that you can't just let it be a flat "most wards gets less LP lost" or yes people will abuse but as it stands, if you solo queue and get a duo bot who disconnects or you get angry people who refuse to cooperate during champ select(or who dont understand comps for that matter) YOU get punished regardless of how well you do personally. Sure, you can continue to queue and play and eventually you'll get games where you have majority people giving their best or at leas competent but it requires a seemingly enormous amount of games to balance out the RNG of match making. Especially when your climb is dictated off a best of 3 series after having to win enough consecutive games to get to that series in the first place. I just feel as if the current system could be adjusted to give a better balance to what is received at the end of a game to both the person trying as hard as they can and to the person who refuses to talk and participate because currently, both of them receive the same loss, the same series failure.

On the flip side, yes if two people hard carry a game in which I go 0-12 in, I get to benefit as I get the same win as them, the same LP gain, even though technically I might have done NOTHING to deserve it. I guess my point is just that this element of how wins and losses are the ONLY determinant to the climb is something that needs to be addressed. How exactly, I'm not sure but it just feels unfair to everyone at the moment.

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