Change what matters. Player ranking and score change ideas.
Even though this probably has an effect on gameplay or how people act it was directed here.
My thoughts are this. League of legends is a competitive game and once you get to level 30 it lacks one thing, you don't really feel prestige off anything except for winning matches in ranked. I agree you should feel more skilled if you win the match but I feel like the penalties incurred on skilled players whom are just not masterful enough to carry their team are too great. Yes I know "Noob" got it. But I have an idea that goes with what we already have. You know those grades at the end of the match? What if those made your elo instead?
Now that I've baited you into reading the rest I will explain. The grading makes you feel like you are ranking something and before you get your level 7 emblem you are, but what if it actually meant more? They already are trying to make players focus on what is important and are already trying to do different distributions for it right? So what if based on this score the amount of lp you lose if you lost a match or the amount you gained after winning changes?
Before I explain exactly how the amount of LP would change [because that isn't concrete in my head] I can explain how I FEEL the distributions should be and why.
Distributions
Distribution 1: Damage
Mage, Marksman, Assassin.
Emphasis on killing and making money to build items. While everyone should do this, it's mostly imperative that these characters do it or they aren't that strong.
Stat weights: Kills = 2 Deaths = 2 Assist = 1 Every 50 farm = 1 Every 3 wards placed = .5
Performance scale: K/D/A Kills rule all.
1 = C
1.5 =B
2 = A
3 = S
5 = S+
Kills are the most important part of the damage dealer's job HOWEVER if they die a lot that's less time alive and farming. So they are both dead even. While teamwork is nice if you are in the right spot kills should come to you. Also a good team will make sure you get fed, you even have a marksman aid in bot lane to help you. A strong mid laner is also a crux for a game. This may also change the typing for some exclusive damage top laners or at least make them play differently.
Distribution 2: Defensive
Brusier, Tank, Fighter
For tanks it's all about being the team's bulwark, saving an ally in the midst of a raging battle or being the front line so people can rack up the damage behind you. It's all about being the glue that makes the team's strategy work whether it's offensive or defensive.
Stat weights: Kills = 2 Deaths = 2 Assists = 3 Every 100 farm = 1 Every 5 wards placed = 1
Performance Scale: A/D/K When it comes down to it sacrifice, but don't do it in vain.
2 = C
3 = B
4 = A
5 = S
7 = S+
Yes you want kills on tanks and that is one of the ways a tank becomes indomitable however tanks shouldn't forget two things. Dying a lot means less time dying with your allies, especially early game. Second thing is that if you are a tank or a brusier nobody is really expecting you to do a sick quadra or penta but really just set it up. Also because assists are worth more you might want to do just that. Also it'll give you an incentive to help feed your Damage dealers and be there for them when it counts the most.
Distribution 3: Support/Utility
A lot of characters who were created mage
often fall under this category and sometimes end up being more effective as a utility for their team rather than either of the other two. Your job is not simple! Don't let anyone fool you. Vision, countering the enemy's plans, setting up your own plans, and getting your team whatever tiny edge you can is your job.
Stat weights: Kills = 1 Deaths = 3 Assists = 4 Every 3 wards placed = 1 Performance scale: A/D/K You don't need the appreciation of others just a reminder that you are aware of what's going on.
4 = C 6 = B 8 = A 12 = S 20 = S+
Supports shouldn't be taking the lifeblood of their carries away from them but if they have to it should count for something. Now going out of the way to make crazy plays and feeding or getting caught out however just to have everyone else shoulder the burden isn't cool. Also a kill on MOST supports doesn't bring the team closer to winning though there are some who can get away with a hybrid damage support build. Assists are your lifeblood. Nobody else recognizes you for it, but this system will. A beefy four to make your efforts worth something. Assists are always worth more than deaths to your team in this role BUT don't be fooled, a skilled class has a harsh grading curve.
Grading Effects C = You belong here, maybe... you incur 100% of gains or losses. B = You are learning. You incur 110% of gains and 90% losses. A = You are making great strides. You incur 120% of gains 80% of losses. S = You don't belong here. If you lost, I am gonna bet it's not your fault. You incur 150% of gains and 75% of losses. S+ = You are the shit, but giving you anything more would be obscene. Enjoy this pat on the back and look over this match see what you did right.
Yes I know, it's iffy but it's something. I feel like the game should however continue on the grading pattern for a more constructive game geared towards the correct style of team play. Best responses are ones that include whether you like or dislike, what would you change if you don't like it or why don't you like it, what do you like about the current system, and or what would you change about the current system. I think this sort of thing could work whether with a team or not as well as it's directly performance based.