Ranked system/ NEW?!?!!?

STR8 REACT·1/28/2019, 8:21:25 PM·4 votes·2,532 views

The fact is that there are many bad players in the high divisions and very good players in the low leagues stuck there for bad teammates. bad players have reached the high leagues thanks to their teammates who have taken care of them. Often they fail the games of good players, which is unfair. Why not create a ranking system based on murder / death / assists. 1 point for murder, 1 to 1.5 for assis- tance, minus 1 point for death. I will give an example if I am in the gold and I have 50 lp and played a game in which I have 5/0/0 that will be 5 points that will be added to the lp and I will have 55. If I have 5/5/0 then I have 0 points and will not add anything to lp. if I have 5/6/0 then I will have minus 1 point and after the game I will have 54 lp. if I have 5/5/1 I will have 1 to 1.5 points and after the game I will have 55-55.5 points. if I have 0/10/0 then it means I will get minus 10 points and after the game I will have 45 points. the end of each game points of kills and assists will be collected and points of deaths will be taken from them. With each win, we get bonus points of maximum 5, at a loss of 5 points. As now, when you collect 100 points you go to promotions for the next division, then you will need 3 wins to move to another division and 5 for another league. When you lose too many points and find yourself in the dеmotion, there are 3 battles where, if you win in 2 of 3, you will stay in the same division if you do not go to another low division(promotions to stay in the same division). The winnings will have a significance only in promotions, even if you lose because of someone who is an afk or feeder you will earn points, depending on how much kill assists and deaths you have. So bad players will remain in the low division until they become good, and the good players will have the chance to go to the high league. Example MY TEAM IS DEFEATED: ME: (MID) 10/2/12 PLAYER 2: (JG) 2/7/2 PLAYER 3: (TOP) 1/9/0 AND GO AFK AFTHER THIS PLAYER 4:(BOT) 4/9/3 PLAYER 5:(SUPP)1/0/9 ME AND SUPP PLAYER WILL GET POINTS AND WE WILL MOVE ON, OTHER BAD PLAYERS WILL LOSE MANY POINTS AND STAY ON THE SAME DIVISION OR BE DEMOTED. IF YOU LIKE THIS RANKED SYSTEM, LIKE AND SHARE THIS POST, AND LEFT COMENTS WHAT DO YOU THINK ABOUT IT!!! THANK YOU! GL HF [vlad-salute]

6 Comments

Neosphoros1/28/2019, 8:25:46 PM2 votes
Cutey eGirl owo1/28/2019, 8:27:25 PM2 votes

lol

Kai Guy1/28/2019, 9:36:30 PM1 votes

Fixes no problems. It takes a lot less effort to play for stats then it takes to play to win..

Shirvallah1/28/2019, 11:39:54 PM1 votes

This is a spicy meatball.

ChaosReyn1/29/2019, 5:07:21 AM1 votes

Team play is part of the game. As one of the notorious "people who can play bad, but not bad enough to lose" I need to point out that there are a lot of factors as to what makes a "good" player. For example, that 4/9 bot player may a decent guy in a horrible matchup, and with your jungler set behind, just simply can't get into the game. That same guy could easily turn his luck around in the right fight, and manage to start being relevant again. Especially if his team can help set it up. Although I'm 90+% sure that's not how it went in your game, and like 500% sure you're gonna give me some long winded explanation of exactly how bad this game was, if this game was more than a mere hypothetical, you see where I'm going with this.

However, I do strongly feel like they need to rate it more on MMR - the combination of KDA, Vision Score, CS, and objective control (including towers) over the length of the game - along with whether the game was a win or a loss. They say they do this...but in all honesty, I am gaining the same 20 points and losing the same 18 after every match, regardless of how I do, unless I do so alarmingly terrible in enough games in a row that those numbers end up becoming like 18 for a win and 25 for a loss, or if the Report-o-Bot flags me, which set my main at one point to like 13 for a win and 28 for a loss before the permaban and the day where I decided to basically stop using any form of in-game chat so that I can't be flagged for dropping the f bomb ONE TIME when provoked by duo trolls. (Yes, at one point, I was a sweaty, furious tryhard FAR more often than I needed to be to get that far...but the actual perma came from a 3 stack in a normal draft, and even though I admit my fault in things, I'm still kind of butthurt.)

At any rate, I think rank should be affected more by MMR than it is currently, because unless you win or lose like 8+ games in a row, it rarely even becomes a noticeable factor. I also think leavers should lose no less than 25-30 LP regardless of game stats or victory/defeat, as a harsher penalty for leaving games (with the exception of a remake, in which case a small loss of about 5LP is understandable due to obvious connectivity issues) since leavers are scum of the earth. But a loss is still a loss, and a win is still a win.

Personally, I'd suggest they try something on a by-game basis: a win or loss is automatically 10LP, and your MMR determines the rest with a maximum of 15 more points.

Going by your example, and going by only scores instead of full MMR because that's all you gave me...

DEFEAT TOP: -30 (Leaver status) JNG: -19 MID: -10 ADC: -15 SUPPORT: -12

I'm going to assume everyone had the exact same vision score and cs, even though that's statistically impossible, and assume since you had a leaver that everyone effectively had no objective control, because you didn't write in any of that, and I want to show you an example with limited variables to give you an idea of what I'm talking about.

Let's use the same numbers for a win now:

VICTORY TOP: -30 (Leaver status) JNG: +15 MID: +25 ADC: +19 SUPPORT: +23

Reflecting your personal MMR in the game can make for a more highly flexible and competitive ranking system without compromising the original point of winning as a team. It makes it overall easier to climb if you're consistently high MMR, and makes it significantly harder to if you're consistently being carried. It also works in reverse, not letting you fall as far if you go 10/3/12 in a game that was a wash, while being more punishing if you were 3/10/12.