I dunno. I tryhard in normals.
But what if you're just playing a game for fun, and don't want to have to tryhard in order to win?
If I'm playing a role I'm bad at (practicing), I try my best and expect to lose (since my normal MMR jumped quite a bit when I was spamming jungle to practice my main role after a garbage patch changed everything).
What I see here is that you're OK with losing, because you're focused on getting better. That's awesome! I wish more people who played league were like that - I think it would make for a healthier community. But the fact is, it's fun to win, and I believe that people should be able to be able to win while I'm learning, too.
More importantly, though, what about the other 4 players on my team? I'd say it feels just as bad to lose because because of a "Plat playing like he's silver" as a Diamond on the other team.
I can see 2 situations [...] I'm sure some testing would clarify which situation pops up more.
I'd be interested in doing a trial period of linked MMRs, just to see the data about this.
I mean, teambuilder already has a "you're playing a new role? lets lower your MMR for a bit" feature.
I was going to say, "Yes, but it's not clear what role you're playing in Ranked," but then I realized it's probably possible to tell what role/lane you are, from data like:
- Where you got kills / deaths / assists
- Where you got cs
- Your items
- Your XP
- Your masteries (maybe)
Tell me if you disagree, but it seems to me that there's going to be problems no matter which MMR system we use. As you've pointed out, there are also ways of making those problems, less of an issue, often by borrowing from the other system.
With that in mind, what if it's possible to find a middle ground: a semi-linked MMR system, which gets the best of both worlds? Let me back up a minute, though.
In my opinion, the beauty of the separate MMR system is that it takes you to where you belong for each queue, given enough games. So if you never tryhard in normals, but you're diamond in Ranked, maybe you'll end up as plat or gold in Normals. **And that's fair **if, say, you're a fiddlesticks main, but in norms you play crittlesticks exclusively.
The problem with a separate MMR system is that you can play many games and improve a lot in one queue, then come back and pubstomp in the other. If you use a separate MMR system, this can't be prevented entirely. But what if it could be mitigated to the point of not mattering?
Suggestion: When there's a big disparity between your normal and ranked MMR, your normal MMR becomes unstable. That is to say, you gain/lose elo in larger amounts for each game won/lost (especially for win streaks). This way, if you're a Diamond, and you enter Normals at the silver 5 equivalent, and you win 10 games in a row, your MMR will spike to a plat 5 equivalent (or something like that, I'm making up numbers here). Have it scale equally in both directions, so it's not just an artificial MMR boost - it's actually dependent on you winning.
Thoughts?