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External link →It feels like it's way worse now, it almost seems like they should've increased the amt of MMR you gain to make up for the sheer amount of LP your gaining compared to before the patch. This is also kind of an issue because some people will be masters but only playing in D2 lobbies. Which, isn't the biggest skill difference? But, there's a skill difference.
I guess the point is, if it was a problem before? Just imagine how bad it is now.
Net negative gains (losing more than you win) are really tragic because they basically say that your expected value for playing League is negative, if you go 50/50 in your matches you're going to end lower than you started. The reason they exist is to prevent rank inflation, so you can't luck your way upwards and sustain that rank if you don't belong there. We're pretty interested in addressing it somehow. Less time spent in a net-positive state was a known tradeoff of increasing LP amounts, since you'll be dragged upwards faster towards your target rank than you were before.
Part I want to comment on is when folks propose "increase MMR speed" as a solution - MMR is a system that outputs a number specifically optimized for skill assessment. The issue here is a ranked progression one rather than one with skill assessment, so we should solve it within the scope of the ranked system. Unless increasing MMR variance resulted in higher quality matches that wouldn't be the answer here.
So this is something I was wondering when the increased lp gains were announced but didn't see confirmed.
Let's say in the old system, you started having net negative lp gains once your lp was 100 points higher than your mmr.
Before, that would mean it'd take roughly 100/15 = 6 or 7 games until you lose more than you gain.
With the new system, does it still take that same amount of games, or does it now only take 100/22 = 5ish games?
Something like the latter, it'll happen faster