Riot should reward solo performance, not winning only - League of Legends article #2

in #gaming7 years ago (edited)

Welcome to my newest post fellow Steemian Summoners!

Today I would like to discuss a bit about how you get evaluated as a player by Riot's system and what is wrong with it.

Everybody has good and bad games, depending on how the individual performs can he/she contribute to the result of the game. LoL is a teamgame, 5 players are playing together which means that each of them weights 20%. 

I think a common misconception is that people think that if somebody wants to get to a higher division he should be able to hard-carry all games and this is the way of climbing - proving that you are better than your elo. False. You can solo carry frequently only if your skill level is a lot above your current rank. If you are watching famous streamers climbing from bronze to master's in 2 weeks it works out for  because they are the creme, best of the best. 

Gap between divisions

Right now I am somewhere between high-gold and low-plat elo. (had to miss out an entire year of playing, but diamond here I come) Whenever I am playing with my silver-ish friends I am somewhat expected to be the best in the game and carry. I am doing good usually, but in some cases I end up even with negative statistics. Than I get the flames "uuu. You are platinum how can you feed? Ebay account". 

To be honest, in case we are not talking about the very highest tiers, there is not a HUGE difference. I think high-silver players can have around the same skill-levels as platinums. So what is the difference you ask?

Game mentality, intelligence and consciousness.

If you would like to climb you have to get better in those.
(I will probably write a "how to climb" article in the future)

Can't carry the uncarriable

But still there are some cases, when you are a lot better than everybody in the game, but your team is constantly feeding for some reason and you end up losing.
A friend of mine just sent me this screenshot a couple days ago:

Thanks a lot to Huba for the print-screen.

He was S on Zed with 11/3/2. The rest of his team was 3/31/12.
His performance must had been fantastic to maintain that statistics against a really fed enemy team. But they still got sh*t on defeated. Losing LP and MMR because you got really unlucky with your teammates just does not feels fair, right? (And then there are other games when you play horribly but still get carried to victory. We don't really talk about those, right?)

The explanation from the game's point of view: If you are good and you can maintain it than you will have to climb the ladder. You are 20% of your team, if you are always good that means that only 80% of your team can fail - meanwhile the enemy team can fail 100%. 

I hope you can understand what I am trying to say here.
The statistics say that if you keep on playing you should be able to get to a higher division. 

But! Why should the system put you lower on the ladder after a game where you finished 11/3 and played better than anybody from either teams? Riot is already very good with complicated calculations (lp, mmr, loot box drop rate etc.) so they really could add (or put more weight on) the "match performance" factor in the mix when they calculate your win/lose LP change. 

Please tell me how you liked the article, whether you agree or disagree with it or just say hi.
I always upvote meaningful comments :)

My "Ezreal Jungle is about to stay in the meta" article - still pays off
My post about the 20 best players in LoL worlds ranked by league casters - still pays off
My introduction post - still pays off


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More League articles about to come!



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