Originally Posted by Smushynumnum
Typically what I've seen with support that perform optimally, is that their K/D ratio is not typically as high, however their assists certainly are. I think someone who performs 3/3/5 with 0 turret kills, 50 minions, should not be rewarded nearly as much as someone who is 0/3/26, with 2 turret kills, 100 minion kills. Would you not agree that the 2nd player influence the win of the match much more so than the first?
But what if I'm 0/10/0, with 8 turret kills, 2 inhibitor kills, and I'm the only champion on my team that damaged the Nexus?
But ultimately, you want to get into this extraordinarily complex game of assigning value to every possible thing that shows up on the end game scoreboard and give a fraction of an Elo point, positive or negative to it.
How about things that don't show up on the scoreboard? Things like Nunu's bloodboil? If we're looking at anything besides simply win or lose, we have to account for absolutely EVERYTHING.
Do you want a team of 10+ statisticians and LoL experts to spend 6 months analyzing how to appropriate award Elo for Nunu's bloodboil? They'd have to determine the absolute best possible use for it at all times, the worst possible use for it at all times. They have to determine things like when it was good for Nunu to use it versus when it was just a waste of mana. They have to determine whether Nunu is bloodboiling the right target.
And then, once they've perfectly analyzed absolutely every single possible scenario, they've got to get a big team of coders and programmers and go in and spend a massive chunk of time programming and debugging the code that assigns Nunu Elo for his ability to use Bloodboil.
And then that same process has to be repeated for the other 439 abilities currently in the game, not counting passives.
And then we've got to go through all the same stuff for things like item purchases. We have to go through all the same stuff for things like the order I leveled my skills. We have to go through all the same stuff for ward placement, potion usage. We have to go through the same stuff for decisions like deciding between staying in lane and soaking xp, or pushing lane and hitting turret, or pushing lane and roaming to get a gank.
And there's tons and tons and tons and tons and tons of other little micro-decisions players make at every instant of the game that has to be considered.
And then we have to hope that not only are all the micro-decisions accounted for, but that Riot got people who knew what they were doing, because otherwise if I'm Voyboy #1 top NA, and I'm winning 65% of my games because I'm the best top NA, but I'm winning less Elo then other tops per win, because even though my strategy and decision making is superior to other tops, it doesn't perfectly match what's programmed into the game.
AND THEN, 5 years later once that's all programmed in and perfected, we have to hope that no champions were redesigned in that time period (or all the analysis on that champion has to be redone). We have to hope that no new champion is released (because we have to fully analyze that champion). We have to hope there are no changes at all, nerf or buff to any champions. We have to hope there are no changes to anything on the map (creep health, jungle monster health, damage, gold the monsters/minions give, turrets or how they work, turret range, etc. etc. etc.) and we have to hope there are no item changes, etc., etc., etc.
Do you see how unfeasible this is? Look, a simple W/L system isn't absolutely perfect, but it's going to be a lot more accurate than anything short of an essentially PERFECT system that accounts for absolutely everything.