Memento

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Memento

Memento

@MementoCoach

Coach LFT 1x Lit champion, EMEA Master 9th Place with @mackoesports For business contact my agent here: @CyrilBerges

Katılım Ekim 2021
232 Takip Edilen252 Takipçiler
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Memento
Memento@MementoCoach·
With the offseason starting I also will be LFT for the 2026 season, open to HC/AC positions in ERL1/2 VODs and examples of my work available on request References: @Rhareshlol @Korax_MCK Contact me here/on discord (@/mementovivi) or my agent @CyrilBerges Likes/rt appreciated
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Memento
Memento@MementoCoach·
@RiotPhroxzon @drewlevin this is the heimer, not even someone that offsets the matchmaking with like 80% wr or something WHAT ARE WE DOING!!!
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c0st0m
c0st0m@C0ST0M·
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Memento
Memento@MementoCoach·
@HaruhiroLoL @RiotPhroxzon To be fair, it's possible zacs account was decayed given it's at 75lp (but I assume the gap would still be high even if decayed)
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Memento
Memento@MementoCoach·
@HaruhiroLoL @RiotPhroxzon The fact that mine was not a statistically impossible one in a billion fucked up lobby is so disturbing, you are like the 4th person showing me a similar gap in master~ range
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Memento
Memento@MementoCoach·
MATCHMAKING IS FOR SURE FINE GUYS DON'T WORRY! LITERAL 1000+ LP DIFFERENCE IN MY LOBBY HOW CAN WE TAKE THIS SEASON SERIOUS? RESET THE LADDER PLEASE I DONT EVEN FEEL GOOD WINNING THIS GAME BECAUSE I HIGH ROLLED PLEASE FIX THIS @RiotPhroxzon
Memento tweet media
Matt Leung-Harrison@RiotPhroxzon

Apex Ranked Followup Thank you for all your feedback about the changes last week. I wanted to give some explanations on what we're seeing and why it is how it is right now; I’m not trying to change anyone’s mind, but I hope being transparent will lead to more constructive conversations with everyone Feedback we heard 1. The ladder has less meaningful breakpoints to strive for, now that the LP gaps between Master, Grandmaster, Challenger and Rank1 are really wide in a few regions (NA, EUW, EUN mainly). The gaps between tiers can feel exhaustingly large with low feedback and satisfaction on the journey from say low masters to high masters 2. It also makes comparison to previous season benchmarks lose meaning (1k LP, 2k LP, etc.) 3. Many are calling for an Apex Ranked reset; I'd love to know more about exactly what you mean by this (more below) 4. The ladder already felt grindy, like you had to play a lot of games to get to the next tier, and now it feels even more so 5. The top players getting +30/-10 even if their MMR is high feels unfair if a new or lower account can't do that; there are feelings of “how can I catch that” 6. Depending on which patch someone played, with the same winrates, their LP outcomes can be quite different, which is frustrating On who is getting +30/-10 and who is +/-20 - There have been a lot of discussions around who is getting good gains and who is not - We agree it feels unfair right now for the top of the ladder to be getting +30 while others are getting +20; I just wanted to explain why this is - This is because the weeks many players spent eating +10/-30 from the soft cap is being repaid; essentially for every game that a player played a +10/-30LP game, they will get paid back with +30/-10LP ones and this will grow the top of the ladder (similar to how the max LP on the ladder grows early in the season) - Once the ladder stabilizes, 95+% of the ladder (including the top of the ladder and including masters entrants at the bottom) is intended to get +/-20 - This means the only way to climb the ladder is to have a >50% winrate - If you have a 50% winrate over a long period, then you’re probably in the right skill level and are not in a climbing state - I also want to state this very clearly as a response to folks saying they should roll a fresh account to fight the Challenger LP gains. There is no advantage to running a fresh account up the ladder to try and hit an Apex rank, it will always be better to start with a pre-existing Apex account - I know it didn’t work like this in Seasons past, but it does now (and has for the past season or two) and this is to further disincentivize smurfing, something many players on the ladder had mentioned as a pain point - The only way to climb from this state is to improve skill level - I can guarantee that a Challenger player will be able to climb just fine with +/-20 given enough games, because they will have a very high winrate through Master and Grandmaster, but this leads me to my next point On ladder grindiness - We hear your concerns on needing to play too many games to climb up the ladder - It is true that older accounts that played their accounts up to challenger will be advantaged in Season reset races with the way we currently do soft rank resets - We do this because we want to make camping spots less effective of a strategy, dissuade smurfing, and encourage people to play on their main accounts - If the legacy accounts are not advantaged, there is no blocker to just running many fresh accounts through the Ranked ladder to hit Challenger; I think most players would agree that would be a worse experience - Secondly, as soon as Challenger players run into negative LP gains, many will stop playing on their Challenger accounts and move to smurfing, which is bad for match quality and queue times as well - We believe the high LP values are a better alternative to negative LP gains, but they are both not ideal - Additionally, we have daily game requirements and cap the max LP gains at 30 so that players don't camp on their spots without playing so that others have more opportunities to overtake them - In a world where a new Masters account has a 75% winrate through the Apex ladder (ie. is probably a top 10 player), that is 300 games to get to 3000LP from 0LP - If you are starting from a legacy account, it will be significantly less games than this - We don't believe it should be possible to be able to get to Rank 1 from a fresh account in less than 2-300 games. That makes smurfing, running up multiple accounts and maintaining them too attractive of an option - For one of the premier competitive games, we don't believe it is too much to ask for a player to play 1-2 games a day (between 3-700 games a year for the highest skill players in the game). Genre expectations to reach the top in many other games (including other MOBA’s) can be orders of magnitude higher than this and often require full time grinding - On the flip side, we acknowledge that there's a sweet spot on how much a player needs to play to not perceive it as too grindy, many people have to study, have jobs, etc and so it needs to be achievable for them too - We want to balance all these considerations; reducing incentives to smurf, how grindy it feels to achieve/maintain a rank and how legacy accounts are treated On why the LP is so high - I saw a comment asking whether the gap between Iron and Master (2800LP) is really equivalent to the gap between Master and Rank1 Challenger (2, 3, 4000LP) - In some regions, the answer to that is yes, in others, it's not quite as large, but still close - Players have gotten significantly better each year, especially with how often the top players are boot camping, taking a shot at Pro and learning from it, and pushing each other to get better - This is one of the reasons why the LP gaps between tiers are so high and the existence of the soft caps in previous years ended up suppressing the observed top LP's by some amount, so the gap looked lower than it actually was - Factually, there is a huge gap in skill between Master and Grandmaster and again from Grandmaster to Challenger so amount of points between them has to be reasonably large - This is a very common pattern in long running games, for example in Chess, Magnus Carlsen vs any random Grandmaster has close to a 90% chance to win - As League goes on, the gap between Rank1 (say Showmaker) and Master 0 LP is going to continue to widen; there are so many things you can do to influence the team in small but meaningful ways that aren’t super noticeable individually but have a huge impact over the course of a game, like pinging, shotcalling, soaking pressure, getting vision, etc. - But there's a fine balance here, we can agree that progression between tiers can feel daunting in the current tuning and there is a lacking sense of progression. This is why we’re considering adding additional tiers to break this up and create more “checkpoints” On Matchmaking Quality - There are some expectations of being able to have full challenger lobbies, all duos balanced, all role parity (on-role vs off-role), low queue times, all equal LP, remove autofill at all times of day - I want to set an expectation that this is not possible with only 300 Challengers and 700 Grandmasters in many regions - Players need to be autofilled, especially at the top of the ladder for us to make queue times reasonable, but we can at least try to make those autofills balanced in role - If a game is unbalanced in one of the axes above, we try to balance it out in another axis, but we are sometimes going to have to grab some Masters players to fill Challengers lobbies (hopefully not during peak time) - Especially with the new role parity algorithm, we believe we are making very fair games (close to 50% chance to win) in >90% of situations, with close LP between teams, duo balance, role parity - We believe the new algorithm is already significantly better than the old one, even though there may be some rose tinted glasses about how much better Matchmaking was before, which we don't agree with. We are still improving it Why do Challengers get +30LP, even when there are 200 LP masters in the game - LP gains are given based on how fair the match is and mentioned above, over 90% of matches have 50% chance to win - The reason why the Challengers are getting +30 for these games is because of the repayment of debt in the points above; this will resolve itself soon and the players will quickly go back to +-20 - If the match itself is 50% chance for either team to win, then the performance of the various people in the game is already baked into the LP gains (ie. the 200 LP master is expected to play worse, the Challenger is expected to play better) - There will usually be something offsetting this LP imbalance (whether it’s an extra duo on one team, someone playing secondary instead of autofill, etc.) - As I mentioned above, we believe >90% of our games are fair; it can be hard to guarantee fairness in off-peak and/or in small regions Other things we're thinking about (nothing confirmed) - [Agree] Many players are calling for better feelings of progression and progress in these tiers - [Agree] Reductions of grindiness (eg. more decay game banks, increasing max LP gain past +30LP, lowering distance between tiers, adding new tiers) - [Agree] Better reasons to maintain and play on Challenger accounts, rather than Smurf - [Uncertain] Adding more Grandmaster/Challenger slots to regions that have high numbers of players (which would bring the points between tiers down) - [Uncertain] Reducing how much advantage players get on their legacy accounts from start of Season (eg. capping at +25LP at max, instead of +30LP), but this will also further incentivize smurfing and increase feelings of grindiness - [Agree] Lower the amount of resetting at start of Seasons (eg. maybe start the Season at Master 0LP) More on Apex resets - To get a better understanding of what y'all mean by ladder reset, some possibilities are detailed below, - Not committing to any particular action or if we would even do any of these, but we want to better understand your intent when some of you ask for a reset. We definitely are far out from talking about a “when” at this point - If we went forward with any of these we would only reset a few regions as the vast majority of regions have had a normal season - We will be doing some research in the affected regions to help inform a call one way or the other - We would only consider a reset if we are confident it would result in an improved overall experience Option 1: Hard Reset - Early matchmaking will be a cluster****. There would be no memory of previous season ranks in Matchmaking - This means you could have 5 exChallenger vs 5 Master peakers, and that would be considered a fair game in the system - Even if a player is Challenger, they might have a team of Masters and be unable to carry hard enough vs a pretty stacked team on the other side, making the climbing process feel very RNG - This matchmaking quality would go on for months as the ladder sorts itself out, which would contribute to a negative experience for a good amount of players - Early season this year was a bit of a taste of this as we did a bit of a harder reset, and matchmaking quality would be significantly worse than that. This would be the most extreme option - We still don't believe this is a good idea, but if y'all are still wanting to push for it given this context, then the team can continue to discuss it Option 2: Softer Resets - Soft Reset would keep some semblance of normalcy in matchmaking, but the best players will be rewarded for being high on the ladder with better position on the starting blocks so to speak. Previous challengers would get increased gains (+30/-10) well into their climbs - The softest option would be everyone keeping their relative positions in the ladder but would need to maintain their current winrate to prove they belong there and reach their previous LP value

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Memento
Memento@MementoCoach·
@_Beora I knew it was bad but I had no idea it was THAT bad wow, thanks for these graphs!
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Beora
Beora@_Beora·
@MementoCoach Well the entirety of Masters only had 17k players in 2025 so extrapolate from there.. 😬
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Beora
Beora@_Beora·
This is the top-of-ladder distribution in EUW as of 25 March, 2026 (prior to Odysseus#131 hitting 3k+) Will post other ranks in the replies ⬇️
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Memento
Memento@MementoCoach·
@iHollowLight @RiotPhroxzon 100% solution 2 would be the most preferred, make master-->gm-->chall a sizeable jump in skill but go back to when being master was an actual achievement, but keep gm/chall spots the same and make master % based or even top 10k players on the server for example
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Matt Leung-Harrison
Matt Leung-Harrison@RiotPhroxzon·
Apex Ranked Followup Thank you for all your feedback about the changes last week. I wanted to give some explanations on what we're seeing and why it is how it is right now; I’m not trying to change anyone’s mind, but I hope being transparent will lead to more constructive conversations with everyone Feedback we heard 1. The ladder has less meaningful breakpoints to strive for, now that the LP gaps between Master, Grandmaster, Challenger and Rank1 are really wide in a few regions (NA, EUW, EUN mainly). The gaps between tiers can feel exhaustingly large with low feedback and satisfaction on the journey from say low masters to high masters 2. It also makes comparison to previous season benchmarks lose meaning (1k LP, 2k LP, etc.) 3. Many are calling for an Apex Ranked reset; I'd love to know more about exactly what you mean by this (more below) 4. The ladder already felt grindy, like you had to play a lot of games to get to the next tier, and now it feels even more so 5. The top players getting +30/-10 even if their MMR is high feels unfair if a new or lower account can't do that; there are feelings of “how can I catch that” 6. Depending on which patch someone played, with the same winrates, their LP outcomes can be quite different, which is frustrating On who is getting +30/-10 and who is +/-20 - There have been a lot of discussions around who is getting good gains and who is not - We agree it feels unfair right now for the top of the ladder to be getting +30 while others are getting +20; I just wanted to explain why this is - This is because the weeks many players spent eating +10/-30 from the soft cap is being repaid; essentially for every game that a player played a +10/-30LP game, they will get paid back with +30/-10LP ones and this will grow the top of the ladder (similar to how the max LP on the ladder grows early in the season) - Once the ladder stabilizes, 95+% of the ladder (including the top of the ladder and including masters entrants at the bottom) is intended to get +/-20 - This means the only way to climb the ladder is to have a >50% winrate - If you have a 50% winrate over a long period, then you’re probably in the right skill level and are not in a climbing state - I also want to state this very clearly as a response to folks saying they should roll a fresh account to fight the Challenger LP gains. There is no advantage to running a fresh account up the ladder to try and hit an Apex rank, it will always be better to start with a pre-existing Apex account - I know it didn’t work like this in Seasons past, but it does now (and has for the past season or two) and this is to further disincentivize smurfing, something many players on the ladder had mentioned as a pain point - The only way to climb from this state is to improve skill level - I can guarantee that a Challenger player will be able to climb just fine with +/-20 given enough games, because they will have a very high winrate through Master and Grandmaster, but this leads me to my next point On ladder grindiness - We hear your concerns on needing to play too many games to climb up the ladder - It is true that older accounts that played their accounts up to challenger will be advantaged in Season reset races with the way we currently do soft rank resets - We do this because we want to make camping spots less effective of a strategy, dissuade smurfing, and encourage people to play on their main accounts - If the legacy accounts are not advantaged, there is no blocker to just running many fresh accounts through the Ranked ladder to hit Challenger; I think most players would agree that would be a worse experience - Secondly, as soon as Challenger players run into negative LP gains, many will stop playing on their Challenger accounts and move to smurfing, which is bad for match quality and queue times as well - We believe the high LP values are a better alternative to negative LP gains, but they are both not ideal - Additionally, we have daily game requirements and cap the max LP gains at 30 so that players don't camp on their spots without playing so that others have more opportunities to overtake them - In a world where a new Masters account has a 75% winrate through the Apex ladder (ie. is probably a top 10 player), that is 300 games to get to 3000LP from 0LP - If you are starting from a legacy account, it will be significantly less games than this - We don't believe it should be possible to be able to get to Rank 1 from a fresh account in less than 2-300 games. That makes smurfing, running up multiple accounts and maintaining them too attractive of an option - For one of the premier competitive games, we don't believe it is too much to ask for a player to play 1-2 games a day (between 3-700 games a year for the highest skill players in the game). Genre expectations to reach the top in many other games (including other MOBA’s) can be orders of magnitude higher than this and often require full time grinding - On the flip side, we acknowledge that there's a sweet spot on how much a player needs to play to not perceive it as too grindy, many people have to study, have jobs, etc and so it needs to be achievable for them too - We want to balance all these considerations; reducing incentives to smurf, how grindy it feels to achieve/maintain a rank and how legacy accounts are treated On why the LP is so high - I saw a comment asking whether the gap between Iron and Master (2800LP) is really equivalent to the gap between Master and Rank1 Challenger (2, 3, 4000LP) - In some regions, the answer to that is yes, in others, it's not quite as large, but still close - Players have gotten significantly better each year, especially with how often the top players are boot camping, taking a shot at Pro and learning from it, and pushing each other to get better - This is one of the reasons why the LP gaps between tiers are so high and the existence of the soft caps in previous years ended up suppressing the observed top LP's by some amount, so the gap looked lower than it actually was - Factually, there is a huge gap in skill between Master and Grandmaster and again from Grandmaster to Challenger so amount of points between them has to be reasonably large - This is a very common pattern in long running games, for example in Chess, Magnus Carlsen vs any random Grandmaster has close to a 90% chance to win - As League goes on, the gap between Rank1 (say Showmaker) and Master 0 LP is going to continue to widen; there are so many things you can do to influence the team in small but meaningful ways that aren’t super noticeable individually but have a huge impact over the course of a game, like pinging, shotcalling, soaking pressure, getting vision, etc. - But there's a fine balance here, we can agree that progression between tiers can feel daunting in the current tuning and there is a lacking sense of progression. This is why we’re considering adding additional tiers to break this up and create more “checkpoints” On Matchmaking Quality - There are some expectations of being able to have full challenger lobbies, all duos balanced, all role parity (on-role vs off-role), low queue times, all equal LP, remove autofill at all times of day - I want to set an expectation that this is not possible with only 300 Challengers and 700 Grandmasters in many regions - Players need to be autofilled, especially at the top of the ladder for us to make queue times reasonable, but we can at least try to make those autofills balanced in role - If a game is unbalanced in one of the axes above, we try to balance it out in another axis, but we are sometimes going to have to grab some Masters players to fill Challengers lobbies (hopefully not during peak time) - Especially with the new role parity algorithm, we believe we are making very fair games (close to 50% chance to win) in >90% of situations, with close LP between teams, duo balance, role parity - We believe the new algorithm is already significantly better than the old one, even though there may be some rose tinted glasses about how much better Matchmaking was before, which we don't agree with. We are still improving it Why do Challengers get +30LP, even when there are 200 LP masters in the game - LP gains are given based on how fair the match is and mentioned above, over 90% of matches have 50% chance to win - The reason why the Challengers are getting +30 for these games is because of the repayment of debt in the points above; this will resolve itself soon and the players will quickly go back to +-20 - If the match itself is 50% chance for either team to win, then the performance of the various people in the game is already baked into the LP gains (ie. the 200 LP master is expected to play worse, the Challenger is expected to play better) - There will usually be something offsetting this LP imbalance (whether it’s an extra duo on one team, someone playing secondary instead of autofill, etc.) - As I mentioned above, we believe >90% of our games are fair; it can be hard to guarantee fairness in off-peak and/or in small regions Other things we're thinking about (nothing confirmed) - [Agree] Many players are calling for better feelings of progression and progress in these tiers - [Agree] Reductions of grindiness (eg. more decay game banks, increasing max LP gain past +30LP, lowering distance between tiers, adding new tiers) - [Agree] Better reasons to maintain and play on Challenger accounts, rather than Smurf - [Uncertain] Adding more Grandmaster/Challenger slots to regions that have high numbers of players (which would bring the points between tiers down) - [Uncertain] Reducing how much advantage players get on their legacy accounts from start of Season (eg. capping at +25LP at max, instead of +30LP), but this will also further incentivize smurfing and increase feelings of grindiness - [Agree] Lower the amount of resetting at start of Seasons (eg. maybe start the Season at Master 0LP) More on Apex resets - To get a better understanding of what y'all mean by ladder reset, some possibilities are detailed below, - Not committing to any particular action or if we would even do any of these, but we want to better understand your intent when some of you ask for a reset. We definitely are far out from talking about a “when” at this point - If we went forward with any of these we would only reset a few regions as the vast majority of regions have had a normal season - We will be doing some research in the affected regions to help inform a call one way or the other - We would only consider a reset if we are confident it would result in an improved overall experience Option 1: Hard Reset - Early matchmaking will be a cluster****. There would be no memory of previous season ranks in Matchmaking - This means you could have 5 exChallenger vs 5 Master peakers, and that would be considered a fair game in the system - Even if a player is Challenger, they might have a team of Masters and be unable to carry hard enough vs a pretty stacked team on the other side, making the climbing process feel very RNG - This matchmaking quality would go on for months as the ladder sorts itself out, which would contribute to a negative experience for a good amount of players - Early season this year was a bit of a taste of this as we did a bit of a harder reset, and matchmaking quality would be significantly worse than that. This would be the most extreme option - We still don't believe this is a good idea, but if y'all are still wanting to push for it given this context, then the team can continue to discuss it Option 2: Softer Resets - Soft Reset would keep some semblance of normalcy in matchmaking, but the best players will be rewarded for being high on the ladder with better position on the starting blocks so to speak. Previous challengers would get increased gains (+30/-10) well into their climbs - The softest option would be everyone keeping their relative positions in the ladder but would need to maintain their current winrate to prove they belong there and reach their previous LP value
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Memento
Memento@MementoCoach·
@RiotPhroxzon Not buying twitter blue to make this fit, few points of pain I think you guys talked about and some others I think you guys missed on in the image below My solution would be to undo the change you guys did of pushing mid diamond into low master and soft reset the ladder in master
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Memento
Memento@MementoCoach·
@Kaostanza A normal master player trying to improve and maintaining a 55% wr (high for someone in their real elo!) will take 2000 games to reach GM from 0 lp! Nice system!
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Kaos | Raiden
Kaos | Raiden@Kaostanza·
This is what it took me to get to Challenger with normal gains (currently +21/-19). Gains only going down for me while maintaining a high winrate Riot has completely destroyed the Ranked system. "Apex" accounts gain +30/-10 so you have no chance to catch up after some time :)
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Memento
Memento@MementoCoach·
@DaTraceezy I do not disagree, both things can be true at once
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Trace
Trace@DaTraceezy·
@MementoCoach well hes right tho that take about chovy is a clear indicator for just posting for the love of posting zero thought, head empty
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Memento
Memento@MementoCoach·
Funniest tweet ever award, harpoon is 1000% closer to chovy than you are to him and he could play in your elo mouse only+intoxicated and win 20 in a row (I fell for ragebait gg)
PotOfGrid@bipbopbup6

@wangjuani i'm closer to him than he is to Chovy frfr

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Memento@MementoCoach·
@bipbopbup6 L'ho detto che era ragebait lasciami sfogare contro le persone che sicuramente esistono e che direbbero cose del genere 🥀
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Cloud9 Kia
Cloud9 Kia@C9LoL·
Other botlanes vs Gen G: ❌❌❌ Hans Sama and Labrov vs Gen G:
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Memento@MementoCoach·
@Manenkos people in the 300-800 lp that I talk to (me included) are getting +20-20 and 1.2k+ are getting +30, even if you slowly improve during the season how can you make it to GM? literally meaningless to even try
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G2 Asyc
G2 Asyc@AsycLoL·
that one masters player with +20 -20 when 3000LP players are getting +30
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Dantes
Dantes@doaenel·
For years, I've used my Autism to further my career. Today, I'm using it to save League of Legends. It took me 4 hours to make this post. Please, take 10 minutes to read it in its entirety and voice support if you agree with any of it. It's not just for me, it's for all of us. In this post I detail the 3 main situations that Riot has presented as problems within the Ranked system, as well as their proposed solutions. I then offer what I believe to be the best solution for all parties involved, while giving supporting arguments to further all my claims. This post is structured with the detailing of 3 core situational problems, insight into smurfing, insight into the ladder reset, and then ending off with how everything could be fixed in the next 39 days and cement Season 16 as one of the greatest seasons for the ranked playerbase in the last decade. Let's begin. ~~~~~~~~~~~~~~~~ SITUATION #1: 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. 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. Changes to systems like these [the Master+ system] are a natural part of League being a long-lived game and having growing player skills over time. Riot-Proposed Solution: In an effort to better differentiate between skill levels, allow LP numbers to become potentially unlimited so the higher-end skill levels among Master and Challenger players is more visible and better represented. Issues with Riot-Proposed Solution: - Grinding Master and Challenger now feels unrewarding and unattainable. Players who get into Masters on +/-20 LP gains will not want to make the grind all the way to 1500 LP just to hit Grandmaster (75 net wins, which is essentially the same as going from Iron 4 0 LP to Platinum 4 0 LP) and players who hit Challenger will not want to grind all the way to Rank 1 on even gains since, again, they will have to get upwards of 100 (or more) net wins. - Smurfing becomes worse. When confronted with a number as vast as what's going to be commonplace in terms of LP requirements, instead of playing on accounts with even gains; players will instead opt to smurf since there's the potential of getting an account with better gains playing in higher MMR lobbies to make the climbing process easier to process. To understand fully and properly, see the UNDERSTANDING SMURFING sidenote after Situation #3. Ideal solution #1: Add a new (4-tier) rank in between Diamond and Masters and (potentially) remove Grandmaster. This change properly addresses the situation without having the same issues as the proposed solution because; - Climbing at Apex will not feel daunting since LP cutoffs can even go as low as 1000 LP for Rank 1 and still maintain skill discrepancy since all the players that WOULD be Grandmaster are instead Masters and all the players that WOULD be Masters are instead in the new rank that's been introduced. - Players will not feel 'cheated' out of getting demoted out of Masters since the new Rank is essentially taking the place of Masters and Masters is now essentially Grandmaster. - The prestige of being Masters and viewing it as a true Apex tier due to lower player-count finally returns. Smurfing gets DEINCENTIVIZED rather than INCENTIVIZED because the climb for Masters and Challengers feels like it's truly attainable and the actual ranking process of getting into the higher elos takes longer. It's important to note, however, that this could have been done in the past by Riot when Emerald was introduced, but the execution was improperly handled and as a result didn't change anything. To elaborate, back in the day Apex players would start, at the highest, Platinum 1. When Emerald was introduced most people were led to believe that this would still be the case which would have resulted in significant elo DEFLATION among the Apex tiers since all the Diamond level players would now start in Platinum and would have to climb a LOT to make it back to Masters. By allowing everyone to start in Emerald 1, this elo deflation did not occur. For this solution to properly do its job, players MUST still maintain an Emerald 1 start [at the highest MMR end] so that the vetting process can properly occur. Ideal solution #2: Add promotional series BACK to Diamond+ SoloQueue. To preface, this does NOT NEED to happen; but one of the issues right now is that there is such an LP spread among Master+ players that adding promotional series BACK to Diamond (as well as the new rank) can add 9 net wins to promotion between tiers (assuming +/-20) while also making the ranks seem more competitive and exclusive since the rules become different. A popup can be given upon first time promotion into Diamond explaining the system changes while also being done in a way that EXCITES the player (e,g. Congratulations on promoting! Since you're now approaching TOP-LEVEL competition, we're making things even MORE competitive so you can really test yourself!) --------------- SITUATION #2: 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. Riot-Proposed Solution: In an effort to make things more competitive, potentially look into the limiting of duos between the highest ranked players while also uncapping the LP soft-cap so that players who did play Solo are still able to make progress. Issues with Riot-Proposed Solution: - Does not address the issue that already took place (i.e players ALREADY catapulting ahead) - Does not give an actual timeframe on when this limiting will take place, allowing for further abuse to take place. - Restricting RANKS from duoing with each other (i.e Rank 1 with Rank 10) does not prevent the Rank 10 player from playing on a Grandmaster account and duoing with the Rank 1. - Uncapping the LP cap leads to a whole other slew of problems which are detailed in Situation #1 Ideal solution: Resetting the ladder and making it so that upon reaching APEX ranks, duoing becomes limited to a percentage basis of games played. This change properly addresses the situation without having the same issues as the proposed solution because; - Players who were catapulted through duoing are now reset to 0, allowing for a fair playing field for everyone. - Players will NOT be able to catapult themselves in the future. This is a 2 part solution, and as a result I will give 2 different paragraphs explaining the necessity of both changes. SOLUTION #1: RESETTING THE LADDER - Explained further in depth later in this post SOLUTION #2: Duo Restrictions - The only way to properly allow for duoing in high elo is if it's limited. This is how the sliding scale should work; Masters: 75% GrandMaster: 50% Challenger: 30% Top 200: 20% Top 100: 10% To preface, the numbers can be adjusted. This would allow for duoing to STILL be possible in high elo and allow for players to have fun, while also making it so it cannot be abused. It's important to note, however, that restrictions should be made AT CUTOFFS rather than at RANKS or else people will use this to their advantage in an effort to camp 1 win below a certain threshold one day, then spend the entire next day abusing the lower threshold and duoing more than they should until the ladder updates. --------------- SITUATION #3: 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. 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. Riot-Proposed Solution: Uncapping LP gain for high-end players in an effort to make the grind feel more rewarding for people in Challenger and top 10. Issues with Riot-Proposed Solution: - Delegitimizes an entire decade of 'lp quotas' and sends the entire ladder into disarray as to what's considered good and what's not (it's important to note that this has ALREADY been the case this season, but now it's tenfold worse) - Encourages smurfing since players at 1400 LP will only see an LP gain of +23 and as a result will go new account to hopefully get +30 in Challenger so they can compete with current Rank 1s who are already getting +30 at 2500 LP. - Doesn't actually make the grind feel more rewarding since now LP is just a number that is going up rather than a benchmark of success. To explain, in the past people used to view 1k LP players as insane and 2k LP players as god-level. Nowadays, 1k LP isn't even Challenger and 2k is becoming commonplace. This is actually REMOVING incentive from players to grind since previously respected and sought-after benchmarks aren't even present anymore. Ideal solution: Static gains across the board, with there being a bell curve amongst the top 10 players. In Apex tiers, MMR should cease to exist. Once you achieve Masters, the LP curve should look like this; Master: +20/-20 Grandmaster: +18/-20 Challenger: +16/-20 Top 100: +14/-20 Top 10: +12/-20 Rank 1: +10/-20 The real reason behind why high elo players have been smurfing this season is based upon 2 lines of reasoning, -30 feels awful, and people just want high MMR accounts (explained later in UNDERSTANDING SMURFING). By making gains static you not only deincentivize smurfing since people cannot get high MMR accounts anymore, but you also make it so that the losses don't feel AS bad since it's only -20. A baseline of -30 is just unsustainable for the game long-term because of how huge that number really is. This also fixes the issue of people complaining about matchmaking since now MMR won't even necessarily be a factor inside of it which makes it so that players end up feeling a lot better about game quality too (even though no changes actually happen to matchmaking). Needless to say, the only way to fix the third point is a ladder reset (explained later). New benchmarks will not present themselves because nobody even know what is or isn't good anymore and one year is not ample enough time to do so. In previous seasons boundaries and limits were pushed slightly every year to make it so that people could have generalized ideas of skill based upon LP. This season has completely unwound an entire decade of progression, the only fix is a reset. ~~~~~~~~~~~~~~~~~~ Thank you for making it this far. Now, it's time for us to talk about two concepts. The first, smurfing. And the second, the Ladder Reset. Let's start with Smurfing. People do not enjoy smurfing. Contrary to popular belief, most people actually resent it. The idea of going on a new account and stomping 50 games in a row is just not something that people care about anymore. There's a reason why high winrate accounts don't get many impressions anymore on Twitter. The only reason why Master+ players do it typically falls into one of 4 categories; - Practicing new roles/champions - Getting banned - Master players trying to get high MMR to climb to GM - Challenger players trying to get high MMR to climb to Rank 1 The vast majority of smurfs that you will find in your games is apart of one of the last 2 points. Even among lower elos Diamond players will smurf to hit Masters, Emerald players will smurf to hit Diamond, and so on. By removing the concept of MMR while maintaining the ranking system you're able to actually reduce (I would assume) over 50% of smurfing cases if not even upwards of 75%. Players want to play in the highest elo they can, and the reason why they smurf is because they believe that getting an account with better LP gains is their ticket out of whatever rank they're stuck in. Removing this option removes all incentive. --- I saved this part for last because it's by far the most important. The Ladder Reset. As things are right now, it's only getting worse. 2500 LP players are gaining 30 per game, with players around the middle (700-1500 LP) gaining 22-23. If you're somebody who wants to grind for top 10 or Rank 1, which believe it or not is most of the high elo playerbase, you will not even want to try competing with players like GeneralSniper who are gaining more LP than you with double the amount that you have. Instead, you're going to smurf in the hopes that you can get an account with +30 to be on the same playing field. And this is why I wanted to structure my post in the way I did. There are many solutions that have been proposed, so let me just take a second to tell you what I would do if I were in your position, Riot. There are 39 days until 'Season 1' ends. With the exception of adding in an entirely new rank, every other change can be done within that timeframe. If there's one thing I've learned in my life as a content creator it's that it doesn't matter what you do, it's about how you present it. The same is true for everything. I know you're worried that some players will end up feeling demotivated at being reset, but I can promise you that the alternative is things will only get worse. Smurfing will become worse, player perception will become worse, communication lines will weaken, and overall trust among the playerbase towards you will completely fall. You have the opportunity right now to be heroes. Genuinely. Let me tell you how I would do it. Work together with the team in charge of the client and the overall seasonal progression. We're in the Demacia season, right? Demacia vs Noxus is a war. So play into that. Have popups appear over the course of the next few weeks talking about how something big is coming in the Apex tiers. Get people excited. Make Master+ players want to grind hard, and make lower elo players strive to also rankup so they can take part in whatever the event is. Then, when the new season starts, say (something along the lines of) the great battle is taking place. Master+ players can choose to be either Noxus or Demacia, and once they make their selection their ranks get reset. To prevent abuse of people just playing on new accounts and constantly smurfing once the season begins, make it so you can ONLY be a contender if you've reach Master+ in Split 1. In the client, you can view the players that are apart of both factions and see which ones are competing for which side, with a tab showing how the battle is faring (think similar to the pool party event you had years ago with the Mundo skin). And then, after 4 weeks, the event ends, with the side that gained more LP in Master+ taking the trophy. Players get some kind of in-game reward who participated based on if they were on the winning side and how far up in the ladder they made it and you can even have low elo players choose which side they want to support (even if they're not apart of the actual battle) with maybe an icon that can have a prestige edition for the winners. You would fix high elo. You would reinstill a sense of community. You would play into the seasonal hype and make everyone excited You would avoid (almost all) the backlash from the people who are getting reset. And you would save the game. Just remember that for many of us this isn't just a game. For me, it's my life. I had trouble sleeping last night, I didn't really feel like getting out of bed this morning, And I spent 4 hours this morning typing up this tweet. And it's not out of hate, or malice, or anything negative. It's out of love. So please, for not just me, but for all of us who love this game and just want to feel excited playing it daily, I'm begging you to hear me out. Thank you for reading.
Matt Leung-Harrison@RiotPhroxzon

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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Memento
Memento@MementoCoach·
@drewlevin I'd be fine with a fast climb if the variance is like this, or the opposite, a slow climb with a 100~ lp variance within players in the same lobby, but as it stands now it's both slow and insanely frustrating
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Memento
Memento@MementoCoach·
@drewlevin Personally speaking it is insanely demotivating seeing that the cutoff for GM is literally 1000 lp away after climbing 500lp already + I still get matched with people who are in the 0/100 LP range (how? if I climb to 400lp and the lobby has 600lp players how can it happen?)
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Drew Levin
Drew Levin@drewlevin·
is this just what’s going on rn for masters players or am I missing an important part of the conversation/picture?
Drew Levin@drewlevin

@calebpetty123 @doaenel @RiotPhroxzon Totally fair, and “I feel unmoored from conventional benchmarks of progress in a way that makes my current skill level unrecognizable and thus stripped of its meaningfulness and prestige” is what I’m reading/hearing from a lot of folks

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