Why is SOLOq elo based on TEAM wins? Contradictory?
Just like many, I find myself in "elo hell." Where it seems like you outperform most of the players around you. you constantly win lane, while you also constantly see "an ally is slain" at the top of your screen. This is because bot lane continues to dive into a fed ADC thinking they will somehow magically create a different result, even though their other combined 7 deaths proves otherwise. But I digress. This isn't a rant or rage post but a question as to why riot has deemed this a good representation of a players capabilities.
My view on this is that a player isn't good just because they win games. We all know that one friend that always seems to be carried and continuously increases in elo even though you can solo kill/outperform them every game. I find that this method works for flex and team ranked games because it is showing how well you can perform with a team and team play. As for soloq, you can possess 0 teamplay ability and still split push yourself to win as long as your teammates don't die too fast. (ie trick2g strat) but what about those who don't play that playstyle or role? Pro sports athlete aren't deemed good because of the number of wins they have, but by the statistics they produce. Charles Barkley, Patrick Ewing, Ty Cobb, Dan Marino, Chris Paul, Ichiro, Ted Williams, and Barry Sanders were all AMAZING Athletes but yet never won a championship. So do wins really dictate the player? Bjergsen? Uzi? Huni?
Riot introduced a grading system that you see that grades your game performance based on all other players who have played that champion. What I'm proposing is that soloq elo be based on solo performance. Ie if you go 13-3-10 but your bot lane feeds a combined death every min to where the game becomes unwinnable without a miracle from God, you as a player shouldn't suffer a large LP drop, but possibly have a small LP gain. Same if you are carried, those shouldn't receive a full LP gain for underperforming. Players with S+ ratings should receive the maximum LP gain for winning or either a 0 or small gain (like 5 lp) for losing. This will also follow the rule for the other grades as well if you get a C and win then you receive a smaller LP gain than others who won and performed better and if you lose, you lose LP because your performance wasn't good. Wins will still positively influence your LP gains, while Losses will negatively impact them, but this way if you perform well you won't suffer as much as before for losing. This will eventually weed out the carried players while also allowing the players who constantly perform well to rise in elo, regardless of W/L ratio.
As for people who are wondering about stats and how the grading scale works. Yes, it will need some tweaking. Kill importance would have to be lowered and KDA would have to become a higher priority, so Ksing wouldn't be a problem. Ie a mid lane Zed that goes 4-2-14 would be rated the same as a 14-2-4 as long as the damage done to champions were relatively the same. Damage to champs would have a higher priority to show that a player isn't just standing off to the side and waiting to just steal the kill. This will be all relevant to the particular champ that is played. Like Evelynn, the damage wouldn't be as high as Velkoz or Brand because of the style that she has to be played, but her impact can still be high. Soloq should be based off the best players. Not who has the most wins.
Let me know if you think this could work or not, or tell me that I'm salty because I can't "carry" hard enough. either way this really doesn't matter. it's just a discussion I would like to see debated. Thanks to all who don't troll in advance ^_^