Make rules for playing new champions

LaRrYDuVeT·9/5/2018, 9:33:51 PM·1 votes·1,101 views

im dead ass serious league..you need to like put requirements for when new players want to play a champ in rank..cus is so fcking annoying, that a player picks a champ they don't even know and they gone be like "im pro, I've played this champion forever" and progress to feed the enemy team or a damn Yasuo and he kills everyone with ease..like where the fck is the fun in that..your trying to rank up but i swear the biggest hinder to ranking up is the people playing...they either have shitty ass internet or they feed so fcking bad that the game is not comebackble, you lose LP just because of 1 person man...that is hella annoying and it happens so many times that at the end your basically hardtack bronze or silver..i fcking get it that if you play in platinum or diamond and your hardstuck, because they are good and they all trying to win but in bronze and silver...many people don't take it serious and its starting to piss me off and many other..hell is already pissing me off, i could swear to you there are a lot of bronze and silver who does not deserve to be in the position they are in..cus they are actually trying to win but like i said, always several idiots or only that feed 1 champ and you can basically surrender before 20... and even if you play up to late game, its still gone be the same result, either your team is fcking lost and does not know what to do..does not know how to focus objectives and it does not matter if you ping 100 times, they will still not see that shit. is so funny how many people are complaining about champions being strong, this and that while the BIGGEST issue is the low elo..they are the ones struggling to get out but that is almost impossible when you have dumb people who can't put 2+2 together. GET A FCKING SOLUTION TO THIS SHIT

1 Comments

Silent Gravity9/6/2018, 6:14:50 AM1 votes

This is from a thread with a similar complaint about the difficulty of ranking up due to interference from inters and bad players.

The math holds true for any set of assumptions, but if you'd like specific numbers put in I can do that for you.

[{quoted}](name=Silent Gravity,realm=NA,application-id=ZGEFLEUQ,discussion-id=4kEPNhj2,comment-id=000000000000,timestamp=2018-08-28T20:34:47.129+0000)

The matchmaking system relies on MMR.

The following uses the term "inter" but you can substitute AFKer, feeder (unintentional), high/drunk, bad at teamfights, bad at peeling, bad at counter jungling, tank focuser, or any

There are X inters at your MMR, and Y total players, then the probability of any slot being filled with an inter is X/Y.

Since you are never an inter, there are 4 slots on your team that can be inters, and 5 slots on the opponents team that can be inters.

Imagine 900 games with inters. Approximately 400 would have the inter on your team, and approximately 500 would have the inter on the other team. The outcome of those games will be heavily in favor of the team without the inter. I'm going to use a 99% winrate for the team without the inter. Other numbers can be substituted as you wish.

The number of games without inters has no effect of the outcome of these games. If it was 1 natural game (at 50% winrate assuming that you are at the exact average skill level for your MMR) and 900 games with interference from inters your expected outcome would be:

.5 wins from the 1 natural game (50% of 1) 4 wins from the inter being on your team (1% of 400) 495 wins from the inter being on the other team (99% of 500)

.5 losses from the 1 natural game (50% of 1) 396 losses from the inter being on your team (99% of 400) 5 losses from the inter being on the other team (1% of 500)

499.5 wins and 401.5 losses from 901 games. 55.4384% winrate

Again, but now with 9100 natural games (at 50% winrate assuming that you are at the exact average skill level for your MMR)

4550 wins from the 9100 natural games (50% of 9100) 4 wins from the inter being on your team (1% of 400) 495 wins from the inter being on the other team (99% of 500)

4550 losses from the 9100 natural games (50% of 9100) 396 losses from the inter being on your team (99% of 400) 5 losses from the inter being on the other team (1% of 500)

5049 wins and 4951 losses from 10000 games. 50.4900% winrate.

The winrate dropped by almost 5% when the inter games were less common (given the assumption of a 50% winrate for natural games).

If your natural winrate at the MMR you are currently at is less than 55.4444%, then inters existing in your games increases your winrate. If your natural winrate at the MMR you are currently at is more than 55.4444%, then inters existing in your games decreases your winrate, but at that winrate you'll rank up fairly quickly anyway.