Increase LP loss for bad performance, decrease LP loss for outstanding performance, and vice versa

Resif·3/4/2019, 5:52:35 PM·2 votes·2,194 views

Every league player everywhere will always be tilted over someone going 0/10, 1/8, or doing awful in a game that they played well in. And every time the response is: "its team oriented" "it happens to everyone" "you could play better"

All of these are true and i FULLY agree with all of the above rhetoric.

However I have a suggestion to possibly smooth out lp loss when you're playing your best. We have a ranking system that awards you up to an S+ based on how you play. Now if solo queue elo is dependent on primarily your performance and is not based on the luck of finding four team members who understand basic mechanics of the game, then this wouldn't be an issue.

But it is.

I recommend when someone on your team(OBVIOUSLY DEPENDING ON POSITION, a support going 1/7 is VERY different from an adc 1/7) does extremely poor, AKA: very low cs compared to the average, extremely low KDA, extremely low vision score, low objective points overall, etc. Then things could be put in place to get them to where their current skill level is. Obviously everyone has bad games every once in a while, but if someone is consistently performing at far below the margin of everyone else in their elo, then how do they stay in that elo?

It's because solo queue isn't as discriminatory as it could be. If a player repeatedly does extremely well in all of their games, whether win or loss the fact remains that they are performing ABOVE their current elo. If someone is performing awful in all of their games, it means they are performing BELOW their current elo. I get it, bad games, bad days, whatever, it's not the point here. People can be carried and awarded for playing awful, and players can be kept behind for playing well. There's a lot of mechanics in the game besides score and I understands which is why I've listed my suggestions for the criteria to which this program would look at would be based on the letter grade ranking system.

My point is solo queue rank should be based on SO MUCH MORE than a win/loss rate, the skill level in low elo (iron-plat) is SOOO disproportionate because in low elo the skill levels are completely random and most people are playing games with others that are no where near their skill level, good or bad.

If you can somehow(this really wouldn't be that difficult) introduce a ranking system that looks at OVERALL performance in a game, then I think that players that are CONSISTENTLY performing above their rank will climb and eventually plateau at people their own skill level and vice versa. CONSISTENCY is the major word here, someone who CONSISTENTLY plays better than people in their games are not rewarded at all if they can't carry a game, and for when players do absolutely awful in a game, the system gives them more LP as if they need to keep climbing in elo that they are CLEARLY not performing well in.

I know, i know i know, win rates SOMEHOW eventually will put you where you need to be, I just think that idea is either completely false, or even if it is true, takes far too long to place people where they belong according to skill level in a game.

Bottom line, solo queue needs to be more discriminatory towards people consistently playing awful, or consistently playing well. My suggestion would mainly be to increase LP loss for summoners who are consistently doing bad, and vice versa for those doing well. I know MMR automatically does this but it's clearly not enough with how diverse the skill level are in low elo and this new 5 position ranking system.

Real feedback on drawbacks on this system is welcome, don't waste everyone's time saying riot sucks or some rhetoric unrelated to the suggestion listed above.

16 Comments

GatekeeperTDS3/4/2019, 5:58:10 PM11 votes

Bottom line, solo queue needs to be more discriminatory towards people consistently playing awful, or consistently playing well.

It already does that. You will climb if you play well (increasing your MMR and getting matched with better players) and you will fall if you play poorly.

I don't like making analogies, but this is a team game. The metric of whether you gain or lose LP is whether you destroy the enemy nexus or they destroy yours. Most sports are a team game, where the skills of all the individuals are pooled together. The losing team's quarterback doesn't get a "technical win" because he objectively played "better" than everyone else.

Your K/D/A does not necessarily mean you played well. Your CS doesn't necessarily mean you played well.

Jo0o3/4/2019, 10:47:49 PM3 votes

This would encourage selfish play. If you win lane but the rest of your team loses lane and the enemy is sieging inhibitors off of those victories, LP loss based on KDA means that your most efficient action to take for the rest of that game is to AFK split. Sacrificing your KDA by fighting fed enemies for a 40% chance at a comeback becomes a demonstrably bad decision for your rank advancement. Another example would be if you give up 1-2 kills to your lane opponent, you're now encouraged to steal somebody else's lane or just farm the jungle instead of risking further LP loss. Supports will be incentivized to steal kills from their carries in order to pad their own KDA, etc.

Can you design such a system that prevents these abuses? If you can, I'm sure I can think of several other examples of selfish play in the name of preserving good stats. Making stats impact your LP gains encourages playing for stats rather than ultimate victory.

Jennifer4203/4/2019, 6:19:01 PM2 votes

that would require riot to fix their grade system first. cause if you know a game is lost when youzr team is 0/30 you can just ignore them and afk farm, get like 100 cs more than anyone else and still get your s+ because the grade system goes wild for your farm. you can be 100/0 but if you have 0 cs, you will end up with an a+ at best lol

Tuition Fee3/5/2019, 1:11:19 AM2 votes

So if a support/jg dies to save their ADC multiple times, they deserve less LP? Inting Sion strategy? Tank players?

hrooza dota 3/5/2019, 9:12:49 AM1 votes

(OBVIOUSLY DEPENDING ON POSITION, a support going 1/7 is VERY different from an adc 1/7)

this is silly an adc who ended up going 1v2 in lane because of his support will normally go 1/7 if his opp are half ass decent at diving and the adc who get focused by multi assassins can go in with a pretty bad score as will. not to forget how good/bad match up work a nasus getting out of lane vs a bully with 1 death and decent CS is not worst then a lane bully who get out of lane with perfect cs and 1 kill, not to add in jungler camping a lane or the fed dude not using his lead right.

if someone preforming badly on daily bases they will fall because they will lose more then win same goes the other way around good players will rise.

and when i say good players i mean those who can push a lead,comeback from behind, do right decision ect ect not those who go 20/0 then throw it by flashing after a support kill and killing him self on the progress.

Voldymort3/4/2019, 6:31:13 PM1 votes

Increase LP loss for having a bad game against a counterpick or a smurf, decrease LP loss for stomping on a noob, and vice versa

ftfy

Tele II3/4/2019, 10:38:45 PM1 votes

Omg forums are fucked for me today. Everytime i post "couldnt update content!" or sits there loading and then nothing happens. Second double post in a row :/

Tele II3/4/2019, 10:39:17 PM1 votes

I don't know if its a good idea. I dont think a grading system can be made accurately enough for this. In the end, it all comes down to winning by any means. I doubt a system that only looks at stats could accurately determine exactly how big a role you played in a loss or win.