Buenas tardes, guapetones todos. Se me dan muy mal estas cosas, así que voy a hacerlo lo más corto posible. Como entenderéis, no me está siendo fácil esto. Después de una etapa fantástica como jugador en @CossaN0sstra , voy a dejar de serlo. 1/9
Con mucha alegría en mi corazón, nos complace anunciar de que este será el roster que nos representará este split en @LEAmateur_
— Top: #Noku 🤫
— Jungla: @ajimfer01 🧐
— Mid: #Christian 🫨
— Adc: @JotaJ_07 🫡
— Support: @Miguelsillop 🤓
This patch, we're:
- Reducing LP gains below Emerald from gaining and losing 28 LP on average >>> 25 LP on average in these tiers.
- Making it slightly easier to demote from tiers
Why higher gains?
- At the start of the season, we wanted to increase LP gains below Emerald so that players could climb faster if they were doing well.
- For the vast majority of players, this was great, but for a small percentage of players, it would result in negative LP gains.
Why does negative LP happen?
- Negative LP gains exist because of demotion protection or because we've messed something up with the reset [again, apologies for last season 😢]
- We like having demotion protection to give players a 2nd chance to prove that they really belong in that rank!
- Because League games have so much variance, we want to reduce the impact of random one off games where the enemy mid randomly plays like Faker or you had a string of great games into 1 bad one, or you got griefed, etc.
In the vast majority of cases, Demotion Protection can feel pretty good.
However, there's 2 extreme situations even with 50% WR that can result from it that usually cause negative LP gains (a desync between your rank and actual skill).
Climb -> Precipitous Drop (SS1)
- In this first situation, due to the higher gains, a player might climb and peak a bit higher than expected
- Maybe it was a good patch for their champ, they played really well, got lucky, etc.
- If that's actually their new level and they sustain it, great, there's no problems.
- However, if it's not and the player actually belongs back where they started, imagine rolling a bowling ball down a mountain that's following the player's skill.
- Ideally, we'd want the ball to get to the bottom at the right pace, but it keeps hitting a bunch of rocks (demotion protection) and slowing its descent
- It'll get to the bottom eventually, but a lot slower than it really needed to go
Losing a lot at 0 LP tier boundary (SS2)
- When players lose at 0 LP a lot at tier boundaries, their skill is going down, but their rank can't follow, because it hits a 0 LP wall
- This results in their skill and rank getting more and more mismatched
- If this is sustained and they demote, they're probably going to have negative LP gains for some time until their LP corrects itself (this screenshot is a pretty extreme case, normally it'll level out much earlier, but the player just kept losing)
Conclusion
- Reducing LP gains a bit will make climbs a bit more consistent to help with SS1 (will peak a little lower off a streak, but if you fall back down, it won't be as painful)
- Making it slightly easier to demote will help with SS2 (especially because we made it easier to promote last season)
Thank you for bearing with us through all these changes, appreciate your patience.
The next post will probably be about gameplay, any things that are top of mind?