Reward Players who do decent, Punish Players who don't. PLEASE UPVOTE.

Yasuo XIV·2/27/2017, 5:17:50 AM·2 votes·943 views

So here is the problem, Many players ruin the whole ranked experience because they do 1 of 3 things: 1.) They just aren't skilled enough 2.) They get a ridiculous KDA, like 0/10 3.) They AFK or Intentionally Feed This ruins the experience for many actually skilled players who have a tough time climbing because they get 1 or more of those 3 types of players. But I have a simple solution to this.

Here is the Solution: 1.) Unskilled players lose more LP, this can be based on anything or many things like: (How well they played their role, Letter Grade ('S', 'A', 'B'...), KDA... 2.) Ridiculous KDA like 0/10, same solution as above, they lose more LP. 3.) AFK's take the majority of the LP loss, and for intentional feeders they lose more LP like above.

What do I mean by losing more LP?

The players who did the best in their role (Damage Dealt, Healing Done, Damage Taken, Kill Participation...) will take the majority of the LP, since they carried the team they deserve the win better, assists should count as a kill with KDA taken into account so that way support mains, tanks, and others like that don't lose LP based on their champion class. The players who have the worst KDA's, High Amount of deaths compared to the rest of the team, didn't do well in their role (Damage Dealt, Healing Done, Damage Taken, Kill Participation...) they take the majority of the LP loss. In the situation of a AFK they take a large LP loss and the rest take significantly smaller LP losses. Riot has already implemented the system of giving letter grades for performance so why not put it to use to reward skilled players being brought down by getting bad team mates.

How would the LP be divided?

So currently the way the system seems to work is you gain LP around the same amount as the other players. So lets say 5 players all take a 20 LP loss from a lost game:

Top Player 1 (Played Really Well 10/2/4): -20LP Jungle Player 2 (Played Decent 6/5/7): -20LP Mid Player 3 (Played Terribly 0/10/3): -20LP ADC Player 4 (Played Pretty Badly 1/7/3): -20LP Support Player 5 (Played Decent 0/4/13): -20LP

The new way would have it like this:

Top Player 1: -15LP Jungle Player 2: -18LP Mid Player 3: -25LP ADC Player 4: -23LP Support Player 5: -19LP

Total LP loss would stay 100 across the board, but the amounts would be relative to how the player did. Had this team won the game reverse the order of LP and drop the negative sign. If their is an AFK (Loss) in the game then they lose 40LP and the other 60LP would be divided up based on performance. If you win with an AFK then the AFK gets 0LP and the 100 LP is divided up based on performance.

How would this affect Ranked?

The better more skilled players would get what the LP they deserve and climb faster, it would encourage the more weak players to not feed as hard and instead stay safe in lane, it would cause the AFK players and Intentional Feeders to get stuck at the very bottom, it would make players feel like they could actually climb based on their performance and not on their team, it would make people who get lucky and get an insanely good team but play very badly to not just get free LP when they didn't earn it.

Feel free to ask me any questions or give me some feedback or improvements. Thanks and don't forget to upvote.

[slayer-pantheon-thumbs]

9 Comments

Dehitay2/27/2017, 5:23:08 AM6 votes

It would take people smarter than Riot a significantly long amount of time to figure out a formula to fairly determine how well different players did. KDA is only part of a formula or else it would be utterly stupid to play anything other than a hard carry champ. Riot's current grading system is based primarily on KDA and cs compared to other people playing your champion in your role. It's a rather simple system to abuse. Play a non support as support and steal all the cs and kills; you get an S rather easily.

Ethan Allen2/27/2017, 5:19:59 AM3 votes

Unskilled players ultimately lose more lp because their MMR gets worse and worse already.

Timethief492/27/2017, 11:26:44 AM3 votes

Would punish Tanks and Supports for Peeling for their carrys with their lives. Would make people Play for kda and ultra save never taking a risc and making Most games really boring

Korijenkins2/27/2017, 5:28:09 AM2 votes

I will not upvote! How dare you issue me a command! I AM KORI OF HOUSE JENKINS!!!

Ahtiz2/28/2017, 5:05:40 PM1 votes

Jack, Everyone here seems to be against what you're saying. They are saying most of the right things, but for the wrong reasons. I really liked your post. Obviously, the actual values, and criteria for LP division would have to be perfected, but in CONCEPT, it makes perfect sense. Thank you for taking the time to put your thoughts out there. You are not alone in your direction of thinking. Many people would disagree with your specific solution and implementation, but they would agree all the same that Something needs to be done. I think I can sum up the problem in a nutshell. "The ELO system was created to rank individual players in an individual game, based on individual skill." Riot took that and just threw it into a team game, where individual skill and knowledge/strategy cannot alone win you a game. THAT is the problem. And there is no easy fix. But no matter how difficult, I believe that Riot has a Responsibility to find a better solution. Maybe I have no right to say that, but that's just my two cents.

VoraciousX3/1/2017, 5:27:43 PM1 votes

And what happens when someone splitpushes and has been the only one taking towers while everyone who has higher kdas are sitting on their thumbs waiting for another teamfight. In that situation they're getting carried by the splitpusher because they won't close out the game before the enemy team catches up. There is a lot more to skilled gameplay than being that unlucky one that lost lane(there isn't a game I can imagine where no one loses lane). I am sure we've all had those kind of games.