Tired. Disappointed. Frustrated.

Barcodian·11/7/2018, 6:37:01 AM·4 votes·3,125 views

Dear Riot Matchmaking Designers,

I have some real questions. Truly, I'm not her to flame or complain, just legitimately curious.

Why do players who are clearly unaware of game mechanics, wave control, objective control, vision control, and win conditions get placed above bronze 3 rank? Why is that someone who has a 0.5/1 K/D/A ratio on average get no more LP loss than another player of the same rank who consistently has a 2/1 K/D/A ratio? Why do you not factor in gold per minute, k/d/a, objective damage, vision score, healing done, damage done, etc into a players LP gains and losses? Why do I lose LP when I have an AFK in a game? Why can't LP gains and losses be relevant to a players performance in addition to winning or losing? If a player does amazing and loses, maybe they should only lose a marginal amount of LP compared to the other players on their team that died many times while contributing very little to the possibility of winning that game?

I love this game. I play a lot and am not even close to a pro, nor do I believe I deserve to be any other rank than what I am. I've gone from bronze 5 to silver 2 promos only to land repeatedly back in silver 5 and bounce back up to those same silver 2 promos. I'm currently 6-14 in my last 20 ranked matches. I've not played poorly in all my losses. Sure, I've had my bad games and will in the future. I really want that Orianna skin as I love to play her and now that probably won't happen. It breaks my little gamer heart. I watch my replays and see my mistakes and try to amend them in my next games.

In a game that is TEAM BASED why does carrying seem to be so essential? How is a player supposed to carry a team that has 10 deaths before 10 minutes and feel like they belong in their current rank?

I post this in player behavior because in many of my games these questions above create arguments in games. Too often I see a player who is doing well in their laning phase criticize a player who has died 3 times in the first 5-10 minutes of a game, only to see the criticized player fire back an excuse. Both players lose focus then start to spend more time typing at each other than trying to win. As well, almost every losing team spouts out "report [blank] for [blank]."

This is gross.

I'm sure there are many players who just want to have competitive games. I know I don't mind losing if it's close and hard fought. I do however mind losing when a 10-1 champ roams to my lane for the first time and I have little to no chance of defending my turret or even making an impact from there unless we can hold out for 40+ minutes to even out the match in levels and items. Meanwhile two players are just bickering instead of coming up with a strategy.

This is probably a waste of time and I don't know why I even bother. I just love this game when it's good. However when it's bad it's very toxic and heartbreaking.

From one summoner to another, I hope you can answer my questions.

6 Comments

Jamaree11/7/2018, 6:49:43 AM3 votes

{quoted}

Dear Riot Matchmaking Designers,

I have some real questions. Truly, I'm not her to flame or complain, just legitimately curious.

Why do players who are clearly unaware of game mechanics, wave control, objective control, vision control, and win conditions get placed above bronze 3 rank?

Because actually figuring out in a system where you put groups of five randos together equally is hard and people have bad games.

Why is that someone who has a 0.5/1 K/D/A ratio on average get no more LP loss than another player of the same rank who consistently has a 2/1 K/D/A ratio?

Because then support mains would be fucked.

Why do you not factor in gold per minute, k/d/a, objective damage, vision score, healing done, damage done, etc into a players LP gains and losses?

Because it is a team game.

Why do I lose LP when I have an AFK in a game?

Because wintrading and general abuse.

Why can't LP gains and losses be relevant to a players performance in addition to winning or losing?

Because once again team game.

If a player does amazing and loses, maybe they should only lose a marginal amount of LP compared to the other players on their team that died many times while contributing very little to the possibility of winning that game?

Sorry man, team game, no other game in the world does this. Just because Durant alone scored 40 points doesn't mean he wins even if his team loses or can't keep up.

In a game that is TEAM BASED why does carrying seem to be so essential? How is a player supposed to carry a team that has 10 deaths before 10 minutes and feel like they belong in their current rank?

You either get so much better then everyone around you that it doesn't matter, or you remain consistent enough that when you do get good teams, you can move on.

I post this in player behavior because in many of my games these questions above create arguments in games. Too often I see a player who is doing well in their laning phase criticize a player who has died 3 times in the first 5-10 minutes of a game, only to see the criticized player fire back an excuse. Both players lose focus then start to spend more time typing at each other than trying to win. As well, almost every losing team spouts out "report [blank] for [blank]."

This is gross.

I'm sure there are many players who just want to have competitive games. I know I don't mind losing if it's close and hard fought. I do however mind losing when a 10-1 champ roams to my lane for the first time and I have little to no chance of defending my turret or even making an impact from there unless we can hold out for 40+ minutes to even out the match in levels and items. Meanwhile two players are just bickering instead of coming up with a strategy.

This is probably a waste of time and I don't know why I even bother. I just love this game when it's good. However when it's bad it's very toxic and heartbreaking.

From one summoner to another, I hope you can answer my questions.

Your best bet to deal with most of this, play with players you know that are equally consistent.

ı Sona ı11/7/2018, 7:13:20 AM2 votes

The hardest games merely provide an opportunity to rise up to the challenge! Like when you start a game and then end up 0 5 in the first 3 minutes because of an epic fail invasion and then its super hard for the rest of the game but you grit your teeth and rise up!

Faneseeker11/7/2018, 1:37:58 PM2 votes

Respect the 50% win rate. Up and down is all in 1%. Understand that match making is built around this core.

And what everyone else here said already.

Kei14311/7/2018, 11:17:07 AM1 votes

Next season positional draft match making, iron tier and new provision formula should take care of all your complaints.