Eonox
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Eonox
@eonoxd
GM EUW Jungler / ADC OAA Vanguard Marvel Rivals @DravenLegit - @eric1v9 - @FadedReformed
Katılım Şubat 2019
870 Takip Edilen655 Takipçiler

@eonoxd @RiotPhroxzon @zac_gaming__ They are so stubborn and refuse to admit mistakes it’s insane. A reset could literally fix this issue
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Apex LP Gains
Hey everyone,
We’ve had a lot of attempted changes to resolve some of the root issues with the Apex experience this year. Some have worked OK and others haven’t worked as well.
We wanted to shine a light on changes that are going out (hopefully) today and how we’re going to approach it for the near term and wanted to apologize for the experience that people have been running into so far.
Does every region have negative LP gains?
- Less than 5 of our 16 regions are having negative LP gains in Apex right now, and they’re to varying extents
- Some of those are experiencing it consistently and others, just a little bit, and most, none at all
Is Aegis of Valor causing this?
- We don’t see any long term impacts on LP gains caused by Aegis
- Especially given that the majority of regions are functioning completely fine
What’s going on then?
- Masters being more achievable this Season & the best players getting stronger as the years go on is expanding the gap between the bottom of Master and the top of Challenger.
- The addition of Challenger duos made it more challenging to balance some of these games
- While we took pre-emptive mitigations to reduce the impact of things like Rank 1 & 2 duoing together, they weren’t powerful enough and resulted in the best players catapulting further ahead
- The rollout of our improved Matchmaking and better balance to duos (this is now Live in every region); does a better job of balancing duos and balancing autofills to make Apex matches more balanced in over 90% of cases, but there is still work to be done when the very best players are duoing together
- In the Live Ranked system, the max LP attainable has a soft cap to prevent LP gains from getting too high, which combined with the above issues has led to a less than ideal apex ladder experience
Are you going to reset the ladder?
- There are some set of people who are really vocal about resetting the ladder; we hear the concerns and are taking them seriously
- At the same time, there are a lot of players who will find it very frustrating for all their progress to be reset and while some players will be happy we reset it, others will not, so we’re continuing to evaluate
The changes we’re making
- To reiterate, in the Live Ranked system, the max LP attainable has a soft cap to prevent LP gains from getting too high
- The closer you get to the top of the ladder, you need a higher and higher winrate to climb.
- ie. As a player gets closer and closer to the cap, their gains will approach +10/-30
- We’re going to remove this cap, which will unbound LP on the top end and result in the very best players being able to play and climb to pretty high LP values (+30/-10LP until they start to reach where they should be)
- It will also make LP gains for the entire Apex ladder more stable, but LP cutoffs for Grandmaster and Challenger will also increase when most players no longer have negative LP gains
- We expect most regions to reach peak LP’s of around 3000 and in some of the top end cases, close to 4000
- Grandmaster and Challenger are meant to be very difficult to achieve and it’s intended to be challenging to get there (in the same way that an Emerald player should look at Diamond and feel like it’s going to be difficult to achieve)
- At the same time, we’ve heard your feedback that hitting these ranks feels too daunting and grindy (though there is an expectation that the peak ranks in a game are going to require more dedication to keep, we need to strike a good sweet spot here)
The future
- Us making climbing at apex less daunting caused us to add Grandmaster several years ago and we’re nearing some of those feels now; the skill gaps in Apex are getting too big
- In some regions also, the number of Grandmaster/Challenger slots being too low for how big their region is is also contributing to the cutoffs being very high (EUW being a notable example) -> curious on thoughts on increasing this
- We might also reconsider the top end of how much LP you can gain per win, but need to be considerate of how much this incentivizes smurfing
- Changes to systems like these are a natural part of League being a long-lived game and having growing player skills over time
Thank you for being patient with us as we fix all the things and we’ll continue to work to make the top of ladder climbing experience the best it can be.
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Some quick Ranked/Matchmaking updates:
1. We're rolling out improved Autofill vs Autofill Matchmaking in each region (should be complete in each region as of this morning).
We had a small hiccup where this was accidentally reverted for 1 day in EUW on roughly the 12th March, but turned back on after that
2. We're aware of the reports of mismatched LP gains in Apex and investigating.
Wanted to acknowledge these are painful experiences for folks; it's a hard space, not going to overpromise that we'll be able to fully fix it, but will convene with the team and have an update later today
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Eonox retweetledi

You guys are killing your own game, please take the time to read this.
Nobody that grinds Master+ feels validated when their LP number goes up by a digit.
Whether you’re 200 LP, 600 LP, or 900 LP, you’re still masters, and you don’t feel more gratified simply because the number is higher.
The fact that Rank 1 is unachievable for almost everyone due to MMR differences between players also makes you feel even less rewarded for playing the game because say you are able to hit Challenger, why should you continue grinding when you’re gaining +18 at 1100 LP and someone else is gaining +23 at 1900 LP?
I understand that you’re worried that some casual players who are currently Master+ will feel frustrated at the fact that their LP is reset, but I can guarantee you that your only alternative is that the entire Master+ ladder smurfs on different accounts since playing on their mains isn’t even worth it anymore and infinitely more casuals are going to get frustrated and/or quit as a result.
The solution is simple.
In a few weeks, “season 1” will end.
When it does, market an event that the entire Master+ ladder is going into ‘Gladiator Mode’ for the rest of the season where every player, regardless of how good or bad they were in the past, will have an equal shot at getting Challenger and/or Rank 1.
Then, do the following changes;
Master+ LP gain +/-20
Grandmaster +18/-22
Challenger +16/-24
For years the high end ladder used to always have negative gains and nobody cared, the only reason it’s different nowadays is because carryover MMR makes it so you feel like the only way to compete with the likes of Viper is to go fresh account and get such high MMR once you’re masters that you can actually go higher.
If LP gains are fixed and cannot be changed, no one will even want to Smurf anymore.
Also, limit DuoQ to a certain % of games once you reach thresholds above Challenger to actually make things fair, and base it not on rank but cutoff LP so people can’t abuse it.
If you go through with the idea of 4000 LP to hit Rank 1, I guarantee you will kill off your entire high elo playerbase and make smurfing way worse than it already is for the next 7 months at least.
Take this seriously.
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@RiotPhroxzon @zac_gaming__ Literally every Challenger and high elo player is telling you to hard reset the ladder, we're talking rank 1 players, yet you want to cater to casuals who are going to be frustrated that their "progress" is lost? Even then, there's 9+ months left till next reset.

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I don't think an 800 LP Masters player is in the same universe as Caps or Viper. This change is making that difference more clear
My take is that soft cap depressing the cutoffs is doing more harm than good, so this is an effort at transparency for the ladder
Are you proposing that we continue doing ^
Can you help me understand more about what your proposed solution for this would be?
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@desegregation0 shiiid i'd lowkey be chall here with my master rank on euw
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@MarvelRivals haven't played the game in months and triple strategist is still not nerfed properly, sustain slop on top 👍
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@MonsterSSS_lol +20 -20 for high master+ is bad and unhealthy, but ye they should hard reset the ladder asap shits so bad and unplayable
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@SupremeG0at I've seen plenty of people complain about +18 -22, which is what the tweet is about. 51/52% wr players shouldn't be able to climb so easy from high master+ lets say they go 6W 5L, that's -2 LP overall which is fine, compared to if they had +20 / -20
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@eonoxd 51 52%wrate players should climb by spamming games tho, as long as their wr doesnt go down...? Also i agree negative gains are healthy inside chall especially as you near rank1, but people were complaining about getting +10 in lowchall which is an absurd gain, not +18 -21
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@SupremeG0at That's not even the case, sure it's a huge issue that people were getting those LP gains at first, but the current issue is what I wrote above. Negative LP gains are healthy for the game, so that people don't climb with 51/52% wr in high elo, simply by spamming games.
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@eonoxd bro what are you even trying to say with this? people are mad because first patch 800lp peakers were getting +25 at 1700lp, and people who want to climb later into the season are punished and its just all elo sitting if gains are bad later into the season?
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