New Ranked Algorithm

Skuxballz·3/17/2019, 4:26:53 AM·4 votes·1,638 views

Good Morning All,

I have only been playing league for a short while (few years) however recently I have been taking my gameplay alot more seriously. By that I mean I always play ranked and am trying my hardest to climb.

Now I get white line feaver and I am super competitive, sometimes even to the point of flaming (I don't encourage toxic behaviour, and sometimes I find myself way to caught up in it and that is something I need to correct myself) but I couldn't help thinking we need to change the way LP works. Now I am an average player at best currently in silver 3 after a 6 game loss streak last night... and yes that streak like many others is what has prompted this discussion.

To my understanding MMR currently works based on wins vs losses. Each incriment of each division has a preset MMR bracket. If you are in that bracket you gain 20-22LP per win and lose the same on a loss. If you are above it you gain higher LP and lose less. And if you are below it you lose lots of LP and only gain a little. (That is my understanding of the system so please correct me if I am wrong).

Now the issue I have is, if I (like last night) play 6 games in a row where top feeds and mid feeds and the jg feeds, even if I stomp lane as ADC with my support and roam the 10 or 11 deaths from the other 3 roles early has given the enemy team a massuve advantage. I understand a good carry can change the odds and I have even won games from said disadvantage but my point is the scale between good players trying to climb that don't troll or tilt and genuinely try all the time and the amount of bad players that get carried all the time but remain in a low elo bracket is too large.

Why not make LP more based on the individual performance. Now I get that some will probably say "but league is a team game/esport" and that team based playing should be encouraged rather than the individual performance. But look at any team sport. Say football or cricket. The team has to play together to win the game but there are still MVP's and awards given to those who did exceptionally well. Additionally the proposed change I am about to discuss will stop smurfs staying in low elo and punish playere who troll (I am talking afk on purpose, running it down mid etc etc).

Ok here it goes, Riot already alocates a rank based on your game play. S, A, B, C or D with a + or - attached to that aswell. Well that rank is based on all the game stats. CS, CC, VISION, KDA, OBJ DAMAGE, ETC. Why don't we directly associate LP gain and loss to this rank?

You won't (most times) get an S unless you played for well for the team. What I mean by that is if you just go chasing kills to try and get an S but end up feeding like a sumo wrestler before fight night after fasting for six days. You will only get a D at best a C so in turn your LP gain would be below average and your LP loss would be higher. This concept if explained during patching or LoL news would teach players that KDA barely factors into the game and that everything else that happens is more important.

Lets just make an approximation. You get good cs 250-300, your KDA is 4/4/6 and you were fully involved in nearly everything and you win and get an A+. Say you get rewarded with 25LP, but someone on your team didn't want to help ever, flamed, just wanted to farm, never listened to pings trying to help them, never attacked objectives etc. Well say he/she gets a c- because lets face it the rest of the team carried them and their game stats reflect poorly. Lets say they then get only 10LP or 15 for the win. Now lets flip sides and say this c- player actually resulted in the team losing (a contributing factor anyway). Well your A+ player shouldn't be punished as hard for this loss as they were trying their hardest with an appropriate skill level. (another point I would like to touch on is the current MMR system and match making based on that leaves players with the wrong skill level alot higher than they should be). So lets then say that this A+ player then only loses 5-10LP maybe 5 for A+ 8 for A and 10 for A-. And the C- player loses 25lp. That alone should be enough to make that player think twice about how they played and what they need to improve on.

Also lets use the above for match making. If you have a history of c and d games regardless if you have been carried through and remain high bronze low silver you shouldn't be matched with players that get consistent B+ to S games. ( Im talking about an average you shouldnt be punished for 1 or 2 bad games). But on the same hand players that are half decent and know their role shouldn't be forced to carry people who clearly don't care.

This is for low elo. Maybe if you changed this for everything below Diamond and then at that level revert to a win loss based match making. I understand why its done like this at a higher level where people already have a grasp on all the game concepts.

Low elo is frustrating and for players satisfaction something has to change. A system like the above I believe would leave players who don't care or refuse to try. And don't care to learn and get better with other like minded players in iron and low bronze, leaving other people to climb until they hit a level where their skill matches up with there grading. With a true reflection of how they need to improve their game.

Sincerely

Your below average elo player that wants a chance :)

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