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> The Elo system isn't just based on variance diminishing, it also is based on the fact that the place where your rating is accurate is a natural equilibrium that you are, at all times, more likely to approach than diverge from. That's the case because if the system thinks you are worse than you actually are, games will be skewed in your favour.
> That means that if you have played 100 games, and due to chance are 10 wins away from your theoretical "true" rating, you are more likely to win your next game.
> In contrast, if you flipped 100 coins which, due to chance, are 10 heads away from an equal number of heads and tails, you are **still** equally likely to flip heads or tails on your next coin toss.
>
Except it's actually worse, to "skew the games in your favour", that's basically putting you WITH and against " weaker" players, except weaker players are MORE likely not less to reduce your individual impact as they are more likely to feed.
It is based on statistics, if you feed on multiple accounts, you are a feeder.
just take an arbitrary going 0/5/0 + before the 8min mark or 0/10 before the 15min mark. on a 3/10 games basis, as feeding there you go. of course it's an arbitrary number, Riot can adapt it how they see fit.
it might be unfair to some people, but right now having one feeder on your team is unfair to four people.
And yes eventually you will beat the variance, maybe you have time for that, but i don't.
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This, i don't want a zed to randomly spawn behind me when I'm playing a marksman in URF.
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Your counter exemples are dumb. you are the one thinking in black and white, there are many scenarios in which you can die yes. if you die 10 time in a row without much significant kill/assist participation, you are bad, dont justify yourself.
the Elo system works, those who are higher elo are basement dwellers that play league 24/7 or do it for a living. it doesn't work for your average player who plays 8-10 games per week.
"the mathetimatical system" that you keep mentioning that you probably don't know anything about is called variance. it is true that it works in a long term, it is used by gambling houses and games like poker.
except league is not gambling, and we shouldn't have to play a huge statistical amount of games to make the system work how it's intended.
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Yes of course it is, except you will not die 8 times in a row early game because of that. what you are saying is pointless.
What mathematical model are you talking about? care to elaborate? you are the one throwing blanket statements here lol.
Also you are making sound like you are either good or you kill steal, as those are the only two scenarios that exist. your logic is not as rational as you think sigh..
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you can't reliably "kill steal" all the time, and it will give others assists as well.
if you feed without a high kill OR assist participation you are bad, you don't deserve your elo.
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Of course you can abuse the rules, they are made by humans after all, they are Godly laws.
That being said, it having "declare intent" prevent you from banning a champion would result in even more abuse.
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This could be easily avoided if reporting someone who feeds on multiple accounts get them punished.
let's say you have 10+ deaths in several games with low kills/assists and you get reported, and those games are lost. then for example you drop one rank
If it's not intentional, and you still go 2/11, then you don't deserve your elo and rank drop is still justified. This would also deal with the purchased accounts issue.
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You are diving too much into the details of the analogy and missing the actual point.
the point is it's hard for me and my opponent to climb, not just me.
Of course i will climb. but it will be a slower, bad experience. no one has to play an absurd ammount of games to beat the variance to get to their true elo. this is not poker.
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high damage goes both ways lol, tell me how you can kill :
a malzahar just perma pushing and farming with E and staying behind?
a vlad building defensive items and just sustain farming what he can get even missing cs.
a mundo building full tank and just farming with his Q.
a gankplank farming with barels.
those are just a few examples.
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No, frieza and goku fought the first time they met, frieza didnt even know about goku before.
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We are talking about a scenario where you have feeders in your team, so obviously you are better than them, i don't see how you fail to see that.
"hard working" is just RNG playing in your favour and getting the equally feeding agro player in your lane.
actually the other laner can just straight up AFK farm behind their turret and you would still lose if another laner decided to keep dying as fast as they respawn.
there is no improving, you don't chose which enemy you are up against, its all RNG, if you get 4 feeders BOTLANE, you will be outscaled by both ally botlane et enemy botlane, thus reducing your individual impact.
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Not miraculously, if you trade kills with an opponent you both get fed. to illustrate i will give you an extreme example :
you are vayne adc vs caitlyn, for the sake of the argument you are both equally matched, you trade kills every time you comeback to lane.
both of you have 4 completed items, when the laning phase is over
my individual impact is completely lost, and i have to rely on the fed vayne to do all the work because she is the only one who can stop the fed caitlyn that can two shot you with all the lead.
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Super saiyan power has it so that, when you get beat, you get stronger. goku and vegeta fought initially on episode 24 of DBZ and both got insanely stronger.
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You are missing the point, the feeders are on MY TEAM and the enemy team.
it's not about who gets feeders, it's about both teams getting feeders and reducing individual impact.
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You are All missing the point, if your botlane carries or feeds and you basically win/lose off of that, your impact is reduced to shreds.
its like saying that minions get carried by champions just as much as their champions feed.
the point is YOUR IMPACT is highly reduced, and it you can't enjoy the game because the result is decided by someone else anyway.
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> thats it though, assuming you arent new, 4 chances for your team to suck, 5 for the enemy. that part is actually balanced in your own favor.
i totally agree with this, however this is mostly true in bronze where players fall down from silver, in the latter you have new players who are clueless about the game BUT you also have smurfs who just started out and other stuck players who might a bit worse or as good as you are. and then it turns into : the one who gets the opponents who just farms and plays safe loses
> elo evens out your gains losses, and bumps you higher until you actually start losing (which is when it thinks it found where you belong)
it is possible to run into a big loss streak, and even if it evens out, it takes a LOT of games to do so, to the point where climbing becomes a chore rather than a leisure, much like leveling in MMORPGS.
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its scary how people check your history xD
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glad someone agrees.
It just really sucks when you play to win, you're not having fun, so you are compromising your fun at the game to climb, when it doesn't work out you tilt even harder.
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i agree, but if this game is made so that your individual impact on the game is only 20%, then remove the current ranking system which evaluates a player based on his team's performance.
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which means elo hell exists, im adressing those people who say that "if you are good, you will climb, regardless of your team"
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i never said make the ennemy yeam useless, i said he should be able to get close to influencing the game as to win the majority of his games. because he belongs higher in rankings.
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dead men waIking

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