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Ranked Should Be Changed....

wean··6 votes·2,902 views

Ranked should be changed...

Ranked should be changed because I don't like the way you progress in Ranked. And, I know I am not the only one who sees it this way.

I spend countless hours on this game and there are people who are worse than me that are in higher elo's. Why is that? Well, it is because the LP system is broken. It doesn't actually reward good players. You can see where I am going with this... I'm talking about the solo/duo queue's. Like the name, it should be about your solo/duo rank. It shouldn't be about whether or not you get lucky with good/regular teammates. But what is frustrating is getting bad teammates. And this occurs often. It just sickens me. Why? Because of how much time it actually takes to rank up. Games on average are about 40mins. And at an average of 18lp per game, it takes about 5-6 games to reach promos. And then you have to win 2 games there. So we are looking at about 8 games if you win them all in a row to advance. It never happens this way and you will end up losing games. So this probably equates about double that if you're decent. Anybody who plays ranked knows that you simply don't get out of your division in one day. It takes a really long time because of the LP factor and you will lose games. Nobody just makes it through without losing in Solo/Duo. Remember, I am referring to Solo/Duo queue's only. And I know that the way LP is calculated is way wrong for it. If solo/duo is supposed to be about your SOLO rank, then why does your teams performance affect your ability to rank efficiently or not? You may argue that it is a "team-based" game and that's why it is that way, but this is about your solo/duo rank. Not flex. Flex is your team rank. Why can we not implement a more complex approach to this? Why can't we make it more about the solo/duo performance as it relates to the teams success? It seems as if Riot hasn't put much thought into what the solo/duo ranking should be able. You could argue that I should just form my own team and quit complaining about it, but the average joe doesn't have time for that. Why does it have to be a game of chance? Not everyone can solo carry a team. Some people play in lanes where accomplishing that is a super-feat. And what? So you do good and you still lose? Yeah, you still lose LP. Even if it isn't as much as if you were doing bad, it is still a lot. And what I'm getting at is that for the casual player, it is almost impossible, unless you're lucky to move up in the ranks. It just takes too much time. Especially with the constant changing metas's. There are just too many factors that go into what your solo/duo is when it should just be able your solo/duo performance.

So, how can we fix this? Well solo/duo queue's should no longer be calculated based on you win/loss streaks. It should only be calculated on your individual contribution to the teams success. And im not talking about just kills. I'm talking about macro. Are you farming well? Are you helping other lanes and getting assists? Are you going for dragons? Are you taking down wards? Are you warding? These should all be the calculating factors. NOT your w/l. Because lets face it, most people in solo/duo aren't communicating well. Yes, you have your pings, but some people aren't pinging at all. Some people don't actually focus on the team, they focus on their lane and their lane only. So why punish the hard working teammates if they lose because of a bad player? Why not make it easier for the hard-core people that wanna rank up? This will make the divisions less complex. Because at this stage, they are all over the place. It really is a hit or miss. Sometimes you have people who shouldn't be in the division they are in. So what I'm saying is, make solo/duo ranked based on your individual performance to the teams success as i explained above - kinda like the way you are graded at the end of the game. Make it based on how other players perform in your role and what they are accomplishing.

23 Comments

JoeAnarchy4 votes

and to be fair, we know Riot has a way to track these stats, due to them implementing the new "stats" tab.. i completely agree

wean2 votes

yeah. this is all im saying bro. it is sad to people who have 200 games played in a silver 3 division. Do you know how much time that equates to? 200*40min = 133HRS and it isn't like they are doing bad. they are doing just fine but look at the rest of their team.

JoeAnarchy1 votes

{quoted}

yeah. this is all im saying bro. it is sad to people who have 200 games played in a silver 3 division. Do you know how much time that equates to? 200*40min = 133HRS and it isn't like they are doing bad. they are doing just fine but look at the rest of their team.

no i agree. players shouldn't be punished for bad teamates.

SMOKE THIS2 votes

I think if you've played 300 games in S3 you probs belong in S3 until you improve skill/game knowledge. And I say that because I spent 3 seasons in bronze. When I got to silver I knew I was doing better. And when I got to gold I knew that I was doing even better things. You just gotta learn what to do to end a game and get your team to do them. Also how to fight properly. How to manage your minion waves, how to get good vision, which objectives to get and when, and how to trade. Everyone gets someone who plays like shit every so often, even yourself might be the feeder. And even the enemy team might have one. Just luck.

BIFF1 votes

[{quoted}](name=Mystic Pizza,realm=OCE,application-id=A8FQeEA8,discussion-id=jd4ulNnJ,comment-id=000000000001,timestamp=2018-08-17T13:01:54.396+0000)

You just gotta learn what to do to end a game and get your team to do them.

I think that is the problem he is referencing.... why is a persons rank determined by his teammates playing well or at the very least being amicable that match.

In past seasons I could understand them tying your rank to W/L even if I didnt agree with it.

But since they introduced stats tabs. It shows they have other metrics to measure individual play. That should be what they use to determine individual rank.

SMOKE THIS1 votes

[deleted]

BIFF1 votes

Thwy are already planning to isolate ranks by roles. So all they have to do is measure the stats of those specific roles.

Objectives should be a weighted stat for every role at like 30-50% total value. As its the primary goal of any given game and although you would think prioritizing objectives would be intuitive watching a silver game will show you that this is not clearly stated to new players.

But after that every other role has varying stat weight.

Under the stats tab you can see yourself compared to the average of any given rank in any given role so the numbers are already in place.

If you want to see where rito copy pasta'd metrics from just go to mobalytics. That site already does a great job at identifying playstlyes and metrics you should be meeting at different elos.

And it should be what Rito uses to measure individual rank.

SMOKE THIS1 votes

[deleted]

BIFF1 votes

[{quoted}](name=Mystic Pizza,realm=OCE,application-id=A8FQeEA8,discussion-id=jd4ulNnJ,comment-id=0000000000010000000000000000,timestamp=2018-08-18T03:46:20.334+0000)

Trust me, just because your stats look good doesn't mean you ARE good. I've lost many games even when I was fed and ahead, because my decisions were poor. It doesn't matter your KDA, your farm, etc, just that you make the right decisions to kill the enemy nexus in the end.

If players were being ranked by their decisions I'd concede that point but currently your rank is decided by 5 other people's decisions GOOD and BAD and that is the problem.

As it stands RIOT is deciding individual rank off of stats. In this case it is Win/Loss. I'd rather see my individual rank related to my individual stats that I do have agency over. Instead of a Win/Loss that can be ruined by any of the 9 other variables that I have no control over.

It would also be more encouraging to the player base to see that even though they lost a game they played at an exceptional level and are recognized for it or their individual mistakes is the reason they are demoted or missed promos. As it stands it takes 3 wins to recover from 1 loss and that feeling of a loss and progress undone is what drives people to toxicity and ultimately away from league. This can all be resolved by measuring players on an individual level.

Eleshakai2 votes

If they've played 200 games in a division, then they're the reason they're there.

The only common thread between all of their games is them, and there's no way they're getting 'worse teammates' 200 games in a row. The odds are astronomically low.

If, in 200 games, they're still where they are its because they are not performing well enough to get higher than that. anyone who doesn't accept that is simply IN DENIAL of how good they are relative to their role.

Marothennan1 votes

That's exactly the problem. The problem isn't that there's a constant, the problem is that you depend too much on a lot of variables

Eleshakai2 votes

They are the constant. So if they can't rise over time, it's because they are not good enough.

Heraimish2 votes

Isn't this what's already happening? If you contribute more towards your team's victory, you win more games and get a higher rank.

Leetri2 votes

Riot has stated several times they'll never do this and for good reason. People would pad their stats to gain more LP instead of trying to win. "Don't finish I need 20 more CS and 3 kills". Instead of trying to help salvage a game but risk dying you'd get people running away to CS in a side lane to minimize the LP loss. Kill stealing would be an actual thing because now you're effectively stealing LP from your team. Would you be OK with gaining less LP because your Soraka took 5 of your kills?

Overwatch had this feature and they removed it for higher ranks because it negatively impacted the game, but left it for the lower ranks because it didn't have enough of an impact there. In the most extreme example you had Mercy mains with 35% win rate reaching top 500 of their server because they abused the system.

BIFF1 votes

{quoted}

;Riot has stated several times they'll never do this and for good reason. People would pad their stats to gain more LP instead of trying to win. "Don't finish I need 20 more CS and 3 kills". Instead of trying to help salvage a game but risk dying you'd get people running away to CS in a side lane to minimize the LP loss. Kill stealing would be an actual thing because now you're effectively stealing LP from your team. Would you be OK with gaining less LP because your Soraka took 5 of your kills?

Overwatch had this feature and they removed it for higher ranks because it negatively impacted the game, but left it for the lower ranks because it didn't have enough of an impact there. In the most extreme example you had Mercy mains with 35% win rate reaching top 500 of their server because they abused the system.

Simple resolution:

Wins = 12-15 LP Losses = 20 - 23 LP These numbers can stay the same.

However your ability to play your role by measurable stats determine the total of LP gained or lost. i.e: Same 20 minute game:

Winning Team
Nautilus Top:
120cs
Objectives: Lost 1st & 2nd Turret
50% KP
LP Gain from win: +6 out of a possible 13

Losing team
Teemo Top: 210cs Objectives: Took out 1st & 2nd Turret 75% KP LP from Loss: -11 out of a possible 23

Even though They are still getting net gains and losses those total net gains and losses can be based off their individual performance. This total can be recapped in the after game report so they can see what they did wrong.

  1. This would show where the player needs to improve.
  2. It would require more games played (A bonus for Riot as it would be more exposure to their content).
  3. It would reduce the impact and feeling of a bad team as it allows the player to reduce their overall punishment.

Note: I just grabbed 3 random stats to measure and compare.

Rodeffs1 votes

Indeed a good submission

SMOKE THIS1 votes

your teams performance affects your rank because its a team game... I think they had to get rid of the Elo system because the game was too big.

What I think they should do is remove all promo games except for Div 1 to Div 5 of next rank. Or maybe have 6 divisions and just have promos for div 4-3 and 1-5 of next rank. Idk. If you try hard enough you'll progress. Just takes effort.

I don't think that they could calculate all the stat stuff into a matchmaking algorithm. Besides, they're going to fucking destroy ranked next year with their 5 ranks so who cares.

XxDRAGONsAK47xX1 votes

I can sorta relate to this...

At the start of season 8 I started in gold 5, in about a week or 2 I got to gold 1. I was so happy cause I was finally almost plat.

Then the loss streak happened... Now were all the games my teammate's fault? no, some were mine. But a good 85% of games had most or all of my lanes inting and the game being completely lost. I went from an 80% winrate to a 49% winrate all because I got unlucky in my matchmaking. Now I'm back in gold 5, where I started. 271 games of ranked and nothing to show for it. I can win lane, I can assist jungle in providing pressure. I can help secure dragons, scuttles, herald. None of that matters. Cause the bot lane decided to ignore my pleas to play safe and go 0/6 in lane. Now they have a 10/0 Xayah with a Janna/Lulu/Soraka support. Good luck winning now.

Eleshakai1 votes

When I play solo queue, I'm still playing a team game, thus my team's performance impacts my performance, as it should.

Tasuto1 votes

Yes you get bad people sometimes in your team. Same goes though fpr the enemy teams. You get bad people at enemy teams as well. Improve your game and you will climb. System is fine by me. Maybe one of the few things good about lol right now

Herlgar1 votes

The idea is that over a large amount of games, you are the only constant. If you consistently lose more than you win over dozens of matches, overall it's because of you, not your teammates. You're not seeing the bigger picture if you think you're losing ranks because of your teammates. That might be true for a match or two, but over a whole season it doesn't have such a big impact.

Alzon1 votes

Technically speaking, there’s approximately a 25% higher chance the enemy team has a feeder/troll/AFK than yours in any given 5v5 game (assuming you’re not a feeder/troll/AFK).

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