LoL: Problems with the League System

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I'd agree with the matchmaking, most of my team consists of people in the division lower than me when the opposing team might have one lower but the rest two above.
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Only halfway through the article so far but clamping was happening before the Leagues tier system. I would get games of +3-5 elo if I won, - 15-20 if I lost.
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Long story short, I dislike the system because it encourages solo play (and selfish play) in what should be a team game. You need like a consistent 70-80% win rate across 10-20 games to move up a division. In each of those wins someone will proactively trying to lose. You end up with 2-3 people playing the game and the rest trolling (because they can, or because "it wuz mine"). Worst case scenario, four people are begging the fifth not to be insane, because it's their promotion at stake.Also, the leagues don't really do anything besides give you bragging rights. A Gold V who paid someone to raise his tier is just as bad as a Bronze V or Silver V player. Actual team comp is decided by MMR which is hidden.
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Or, you know, you stop being a nerd getting stressed by video games.
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Not sure what you're talking about, since the league setup came in Ive found teams far more willing to communicate, along with the new ping system I dont think its promoted selfish solo play at all. No someone is not proactively trying to lose in every one of my games wins and loses and no every loss I suffer isnt all my teams fault.
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Pings are a useful addition but besides the point. If you haven't lost promotions due to trolling or afk you've simply had luck (or carried hard).
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The new system is designed to help players feel like something can be accomplished in solo queue. Truth is, very little can. League is a team game and learning/improving happens in a team environment. Solo is just about trying new champs and having a bit of fun. Riot knows this but also knows not everyone has 4 friends always on ready to play.If you want to raise your solo division just grab a friend and duo yourselves up -it's not hard. If you can't do that go practice the basics a bit more and you'll be fine. Nice article
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Ive lost promotions but Ive won them too, with a win ratio of about 56%. In fact I won my first promotion in a team 4v5 because their team was bad and ours paid attention. Its no worse than it was previously.
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HAAA T O X I C I T Y
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my understanding is that that was caused by a different thing. The old system was apparently really bad about matchmaking in that it didn't try to balance the teams well. So you're games of only a few ELO gain were probably games where your team was heavily favored due to aggregate ELO and the larger losses were the result of losing a game you should've won....That's allegedly been fixed but I'm not wholly convinced of that. I could easily be wrong but I've never seen anything in the forums to indicate that clamping predates LP (it's always discussed in terms of League Points).
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HTFU
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The only good thing about the new system is that if you leave the game for some reason, you do not lose your "generic" rank. Other than that, the only real gamble comes from the division/tier best of x matches, which it doesn't really matter anyways since the players that play the damn game are worse than a 6th grader who stopped WoW for EVE, so no matter how Riot changes the ranking mechanics, it's the same trash. If there was a decent community, there wouldn't be such a risk, because it's really not a risk but mental pressure and tiredness. Playing with the same soloqueue spergs gets old very fast and this particular problem is amplified on higher tiers because once the sperg reaches your tier, you will be seeing him more frequently.
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People complain and complain, but do you think riot are completely oblivious to everyone who does so? Of course not they are an amazing company who are in touch with their fan base, but the fact of the matter is something like 90% of players ARE MEANT to be in bronze and silver. If you are truly a gold player you should have no problems getting there. My friend was silver 1 for a long time, went on holiday, got demoted and earned his way back to silver 1 after 3 promotions cause that's where he deserved to be. Another friend was in silver 5, duoQ'd with a gold till silver 3 and since has dropped to silver 4 and nearly silver 5 again cause that's where he deserves to be. The system is fair, people just don't understand it.
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People complain and complain, but do you think riot are completely oblivious to everyone who does so? Of course not they are an amazing company who are in touch with their fan base, but the fact of the matter is something like 90% of players ARE MEANT to be in bronze and silver. If you are truly a gold player you should have no problems getting there. My friend was silver 1 for a long time, went on holiday, got demoted and earned his way back to silver 1 after 3 promotions cause that's where he deserved to be. Another friend was in silver 5, duoQ'd with a gold till silver 3 and since has dropped to silver 4 and nearly silver 5 again cause that's where he deserves to be. The system is fair, people just don't understand it.
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Excellent suggestions, hopefully RIOT "iterates"
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But all the new system does is add another layer of stress, while making it harder to tell if you're actually going up or down
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That was my own realization too. Currently when I enter a promotion series, I'm fully aware that, to me, given my skill level, it's a 50/50. I don't deserve to be promoted if that's all I'm bringing to the table.
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This sounds like a really odd clusterfuck. I'm left wondering why ranking matters beyond whether you get a fair game or not.
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not if you're promoting to Gold and playing against plat players...
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Well, two things. 1. This system emphasises on providing us with clearer goals to achieve, previously it was all one, huge grind, you started at 1200 elo and wanted to achieve, oh I don't know, let's say 2000 elo because that's cool but that goal seemed so distant and with every lose less and less achievable, in current system you have many more checkpoints throughout the system and passing through these checkpoints triggers our reward mechanism in our brain and motivates us to play on and play better, think how you felt after winning each of your promotion. 2. I like that in current system you can't drop from V because it gives you time to relax and pull yourself together before trying again, ever since I've been promoted I've tried lots of new champs and play styles I haven't really had a chance to before and learned what champions and play styles were most effective in my opinion and now I am back to storming through the soloQ.
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i lost my promotion today cause of a raka that fed and also a mf that fed 2-21 i shouldnt be screwed cause of these fucks that dont care and its not like i can dodge when they say im going to feed cause i cant get mid or some shit cause then i get kicked out anyways
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I go up 1lp per win from 80, got to 96, lost 1 game, am back at 77....ffs

As many of you know, I'm relatively new to League. I started playing in September 2012, and I reached 30 and started ranked about a month ago. I never got to play under the old ELO system, so the current division/league tier system is the only system I know. I'm saying this so that it's clear this isn't some bittervet pining for the old days. This is a new player expressing concerns about the only system they have practical knowledge of. The issues as I see it are as follows:

  1. Leagues feels significantly less transparent than the old system
  2. Leagues were designed to reduce stress over games, but have introduced very high stress games into the mix instead
  3. Matchmaking feels "unfair" or, at the very least, confusing
  4. Initial placement in divisions too high or too low have unpleasant ramifications
  5. Promotion requires you to beat the 50/50 odds that the matchmaking is setup to establish

Let's explore these shall we?

Transparency

Under the old system, if you won a game, your ELO would go up. If you lost a game, your ELO would go down. Under the new system, you progress through divisions with league points. These league points are slightly skewed to permit upward momentum but, in the top division of each league, there is a phenomenon called "clamping" that kicks in.

Riot has established that each League has an "MMR" range associated with it. This MMR is roughly the same as your old ELO. If your hidden MMR is lower than the range for the new league, Riot clamps your LP production until you catch up. This forces you to go significantly better than 60/40 to move up. In some extreme cases, the win ratio necessary for promotion is closer to 5:1. While you don't have to maintain this ratio for long (generally less than 10 games), it can be very frustrating to see 1-3 point LP gains and 17 point LP losses. There have been a couple documented cases (confirmed by Riot on the forums) of people getting +3, +3, +2, +1, +1 (99 LP) then losing a game and losing 20 (going to 80) then winning a game and getting 20 points and being eligible for promotion. This sort of behavior is highly opaque to someone who doesn't pay attention to the forums and the nuances of the system.

Not being able to reliably move "up" with a winning record and "down" with a losing record is a frustrating experience. Yes, I understand that the MMR is driving things behind the scenes, but that's an argument for showing the MMR, not an argument for blindly trusting the seemingly arbitrary league system. 

Finally, your division is no longer representative of your skill. In fact, because the system is weighted to allow a bit of upward momentum, it's actually more representative of games played (an indirect measure of skill) vs actual skill (a direct measure). Placing so much emphasis on your placement games necessarily creates large numbers of skill discrepancy within a division.

Stress

The biggest motivator for Riot in implementing this system was that they wanted to relieve player stress. The unstated goal was to reduce toxicity as a result of that stress. My own personal experience has been that there are now games that are very, very stressful. I can't speak to whether the overall stress is more or less than the old system, but simple logic would seem to dictate that a promotion series game is significantly more tense than any random ranked game under the old system.

Additionally, there's the added stress of being dropped a division, which can occur after a few losses at 0LP, though you can't drop leagues. So until you get to the exact right league for your skill level (an impossibility because division isn't representative of skill), you're going to have frequent stressful games either for promotion or demotion. Even once you hit an equilibrium, a lucky four wins in a row is going to get you a promotion game. Likewise, an unlucky four losses in a row is going to put you in danger of demotion.

I'm hard pressed to see how there could possibly be less stress under the new system but I'm willing to listen to people who played before the creation of leagues. It's no surprise that people rage in these situations. I'm a very restrained person normally, but I had to fight hard to keep myself in check when I lost my third promotion series in a row one night because two people never actually logged in to my team and stayed at the fountain the entire game.

I enjoy the intellectual / theorycrafting side of his games and write about what I enjoy. Follow me for mostly LoL rated tweets @econocentric and join the in game chat room "themittani.com" in LoL. You can also email me at seminole.sun7@gmail.com