Should i try ranked league of legends




















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While I'd disagree that provisional games are less impactful than post-placement games, you do make a good point that since you can't skip divisions during provisionals, you may get bigger single game jumps, depending on where and when those wins happen. Originally posted by LooseCandidate. I've had an even better experience, i just got level 30 after playing die-hard arams and normal games for 8 days straight, I jump into ranked play two games and i get flamed for being boosted and having "bought" my account, the guy swore he would get me banned, and guess what?

I just made a support ticket to see why they locked my account and what was so suspect about it, except for the fact i was clapping up some kids as TF ;. Originally posted by Etheri. Is there any possibility of moving away from centered distribution I.

I imagine guaranteeing stability, no rank inflation, But it may be more representative and allow you to adress some of these issues. We try to model our skill estimation to the results we get, not towards a particular shape of a distribution we have in mind before starting. So aiming for a bottom-heavy distribution wouldn't necessarily be representative of the data we see in game. Originally posted by neberhax. The initial mmr's would be on one side the average mmr a new account has after like 20 games, and on the other side the actual average mmr of the ranked playerbase.

Would it not be possible to have matchmaking and visible rank based on the 1st mmr, but have the 2nd there to keep the ranked system in balance? Eventually both mmr's should meet in the middle since the 2nd one barely has any gains and significant losses.

Yup, get where you're coming from on this, and it's a cool idea! But it's operating on the assumption that new players fall between those two points. We don't necessarily know that to be true and in the specific case of saying they should be between average and somewhere below average, we actually KNOW that isn't true - many new accounts are above average skill.

There's probably a version of this where you could pick a point below average and a point above average, and execute the same function - but this would still constrain players into that range for their first few games, and do a poor job of handling outliers who are either really good or really bad. And for players who are really good, we'd be dropping them into below-average skill games for much longer, which makes those matches feel unfair to the players who really fit into those games.

Originally posted by candoodle. People don't always have the same competitive intent in Normal mode, so a player of average skill who tries hard may be slightly above average in normals, while a player of above average skill who messes around may end up below average. Then when those two players go into Ranked and start both trying hard, their Normal MMR wouldn't actually reflect their relative skill.

Originally posted by hellyeah Hi, Can you please provide an explanation why there is such a significant divide between hidden MMR and the LP system? And I am not talking about new players here, so pardon for going off the topic of the OP.

Why employ arbitrary limitations to LP gain maxing out at 35 or so LP per win, and limiting division jumps to 2 divisions from what I've experienced myself. When I play Support on my main, I get to Gold 2 or so, and get matched with Plat players, but I struggle to reach plat myself due to the limited amount of games I have time to play.

Meanwhile, I am constantly playing with and against players in higher ranks without receiving the same rewards. I do not claim that I am Diamond level, but I would make a case that I am a Plat level player, but due to the limited time I have to play, I can almost never reach it.

Currently they lag behind and the division system screws over people with a limited time to play. So MMR is meant to measure your skill, and that is all it's meant to care about. This means that we want it to be able to adapt quickly, be fine with overestimating, and move around quickly as we get new info. LP is meant to be more steady and certain, so it moves slower and is less responsive to small trends. This is why it takes more games for your LP to move upwards and sometimes catch up with your MMR - it's effectively waiting for a larger sample size.

Also, if you are making new accounts which I'm inferring from your post , it's going to take longer for your LP to catch up, because again, we're starting over from new info each time.

Originally posted by Futomus. One thing I've been wondering though. Wouldn't be feasible to look at the input stream from a player and apply an algorithm to judge the mmr? I don't know if this is part of smurf detection or mmr already, but I'm thinking that a deep learning network would be farily good at guessing the real mmr of a player given the proper input and also quite resistant to trying to gaming it?

So generally I agree, but tuning those kinds of models is not super easy, and can run into issues where once you've tuned it, you may promote strategies that focus on convincing the system you're good rather than actually winning the game.

We are experimenting with some options along these lines, though, and they show promise. Originally posted by Gkkiux. How does the system determine the final rank though? After losing first game in my placements and finishing around I was placed in Silver 1, but after another win the system bumped me up to gold 4. Wouldn't it make more more sense to do adjustments like these in placement games? Or is it that MMR and rank need to be far enough apart for this kind of jump to occur at any point?

So provisional games aren't meant to mark the best rank you can achieve, just where you're starting your season. From your particular case, it sounds like you ended right on the threshold of Silver I and Gold IV, so as you won more games, it makes sense that you'd move upwards. Originally posted by lilivnv. Are winrates not taken into account? Winrates are a very fuzzy metric, because they don't take into account who you won against.

But as they move through the ranks and face harder opponents, their winrate will go down. That doesn't mean they've gotten worse - it means we've gotten enough information to give them more fair games. Your rank is different for each of the two options and ranked rewards get distributed based on the higher one. Each rank has four divisions, except for the highest three ranks, which have just one tier each. The divisions start from four and end at one. Four is the lowest division in a rank and one is the highest.

As players win games in ranked, they gain League Points, also more commonly known as LP. Upon reaching total LP in a given division, players enter a promotion series to try and get to the next available division. Players must win a majority of their games to advance to the next division.

But then there are games that I do well in, and so do my team, but we just can't seem to win. Ranked has kind of sucked the joy out of LoL for me, so is it even worth playing at this point? As long as you're having enjoyment in playing ranked then yes I'd still say it's worth it - afterall you will always win some and lose some.

If you feel like it's no longer fun, then maybe it's better to just play normals instead and have some fun.

It'll be way harder to climb in ranked if you don't have any motivation to try and do so, I can say that from experience. I guess I'll just wait and see, play both Draft and Ranked together.



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