Quote:
Originally Posted by EmailSupport6347
its hard for riot to make elo work so im break it down so even a baby could understand how it should work..... calculate the average deaths on yur team for eggzample team died 10 times witch means average deaths are 2.... if u died more then that u dont get elo if u die less then that u gain elo u could also factor gold income as an indicator of personal ELO then u should also have group elo whitch is what we have now having two systems figure the problem out
FOR EGGZAMPLES 1600 personal elo = the guys not a noob, he also has 1200 group elo = he needs to work on team work then we could see how to improve rather then going through every game blaming others blaming oursleves and getting no where as an end result.
another eggzample 600 personal elo = yes bro its time to accept it change yur mindset 1600 group elo = yur team game is uncanny or talk bout getting carried like a boss lol
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Tank classes generally die a lot more than AD or AP classes, averaging deaths in a game and picking out the "best" players based on that may not produce the desired effect because of the different class rolls. Same with kills. Either of these methods also promotes player focus on KDA and not working for the team. For instance, sometimes sacrificing yourself to take down a tower or other important map component, or sacrificing yourself to save two or three allies from fleeing in a chase can be a net gain for the team but a personal loss for oneself. Gold is even worse... massing items that give you extra gold per second instead of team-helping stats would become a serious problem.
If there were some consistent way of determining why a player did one thing and not another to see if they were helping the team or hurting them then sure you could base some ELO off of that, but without mind reading software I don't think you're going to get there. The only moves that I can think of that are SURE to be selfless are taking out towers, and buying aura items.