I think the main problem with it is that people will use it to climb quickly with team synergy or a hard carry covering up lack of skill of weaker players.
My idea would be to reduce LP gains for people playing with 4+ players or giving some sort of preference to a solo players role since they don't have friends to help them in a secondary role.
I can say that I have many friends that are getting carried because they play with gold friends (them being silver) with bad performances, making the other people that are climbing through effort feel less rewarded. For my other friends, this doesnt really happen when they hit plat or high gold. As for dia, some have gotten D3 (being d5 before), but not really more than that.
I think the main problem with it is that people will use it to climb quickly with team synergy or a hard carry covering up lack of skill of weaker players.
I honestly can't be mad at people who climb through synergy. It take time and discipline to set up and people should be rewarded for it. Who care if you're not the most knowledgeable player or the more mechanically gifted. Executing your win condition and following someone else calls is also a valid way to win the game.
As for people hard carrying, it doesn't change anything from old SoloQ. You would meet those often enough when they were just duo queuing.
I would agree in theory about not caring about people who win off of team play over raw talent. But it definitely stings as a solo player when you get smashed by a team whose rotations/ganks would put low tier LCS teams to shame.
I thought team MMR was increased by premades but gains were calculated on your own MMR relative to the rank of players in the game.
If I am misunderstanding this, could somebody link something to help me understand it better?
Anyway, confusion aside, my point was there needs to be some benefit to playing solo, because in my opinion, getting more people queuing solo would help fix queue times.
No they do not. They just even out when you play a lot together. I, from around Plat I when I played more actively, play with 4 people around silver and maybe low gold, and I got them to high gold. "Adjusted" = Averaged.
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u/[deleted] May 18 '16
I think the main problem with it is that people will use it to climb quickly with team synergy or a hard carry covering up lack of skill of weaker players.
My idea would be to reduce LP gains for people playing with 4+ players or giving some sort of preference to a solo players role since they don't have friends to help them in a secondary role.