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Luke
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Luke
@vtLuke99
🇮🇹 Midlaner 800LP - CEO of Bagnoli 📩Discord: vtluke
Katılım Aralık 2021
425 Takip Edilen179 Takipçiler

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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Luke retweetledi
Luke retweetledi

After a split in @Zena_Esports aimed at improving myself, I'm now LFT for the upcoming split mainly looking for LIT/ERLs. For any info, VODs, etc...; feel free to hmu in DMs.
Ref: @DrukDrukz
@GisMarzo
@bat_inzuh
MeMo@oimemmo
🤯🤯🤯
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Luke retweetledi

@FinalHour07 @RiotPhroxzon @Steve_Michael_ The solution is simple, win more games than you lose and don't look at general winrate, thats an useless info
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@vtLuke99 @RiotPhroxzon @Steve_Michael_ not bad, but it's not great either. What I mean is, If I play 8 games in a session and win 4 and lose 4, it would be a waste of the day. I'm stuck in a loop from D4 93 to D3 53 for days now, and it's really tiring. Okay, if I play focus I'll improve, but the process is tedious XD
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We're aware of the LP gains and sometimes odd looking lobbies (eg. 5 chall vs 5 master) in Challenger.
The root causes of the issue are pretty complicated, so I'm not going to go into detail on it, but just wanted to let folks know that we know what the issue is and we're working on it.
While these very lopsided games are a relatively rare occurrence and it's happening in <5 regions, we've been working on a fix now for a few months that we hope to ship in the coming patches.
Once the fix is out, it won't fix things immediately, but we expect it to get LP gains back to where they should be within a few patches.
Folks will have to tank negative LP gains for a while while the system corrects itself.
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@FinalHour07 @RiotPhroxzon @Steve_Michael_ Whats wrong about this? You will climb if you have positive winrate and +20 -20. I dont see where is the problem
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@vtLuke99 @RiotPhroxzon @Steve_Michael_ Bro, when I started this season I was placed in Platinum 2, I climbed to Diamond 2 in less than 100 games with approximately a 60% win rate. As I reached that elo, my LP gain decreased and my losses pts increased, ending up at +/- 20.

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@schneekonigin__ @FinalHour07 @RiotPhroxzon @Steve_Michael_ ok but 51%wr means winning 2 games more than losses in 100 games. You cant climb with 51%wr lol
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@vtLuke99 @FinalHour07 @RiotPhroxzon @Steve_Michael_ Not 50, but at least 51-52 should be ideal
Climbing cuz someone just spam games and sometimes get lucky streaks of amazing teams thus promoting, shouldn't be the norm, more like luck. Grinding should be around getting better and making it noticeable
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@FinalHour07 @RiotPhroxzon @Steve_Michael_ so you are saying that you should climb by having 50%wr? xd
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@RiotPhroxzon @Steve_Michael_ And why not adjust it to +23 -17? Playing 6 games where I win 3 and lose 3, ending up at 0lp gain (+-20), feels like a wasted day.
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@LolMalice Junglers will proceed to solo lose the game and invade without mid/bot prio level 3 just for ego (and then ping allies)
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@MagikProds @waterdrinkerwd @RiotPhroxzon 54% means you are gonna climb in long term, not short
Its literally 8 net wins on losses in 100 games, that’s nothing to deserve a whole more rank
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@vtLuke99 @waterdrinkerwd @RiotPhroxzon Normally 60% wr is insane and the system punishes you until you are close to 50, but I understand. People should be ablke to climb with 54 aprox
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We recently had a wave of boosting and hitchiking penalties go out.
We've found an issue in how those ranks were snapped down and some of the accounts didn't have their rank follow their MMR, resulting in a small number of players with visible rank of Master/Grandmaster playing in Emerald games.
We are in the process of finding the players that didn't get snapped correctly and correcting their ranks.
Our current philosophy (and I'm not saying this is 100% right long term) is that we perma ban on 2nd offense. I can understand that people may feel that is too lenient.
For us to perma ban on first offense it needs to be blatantly clear the rules everyone is playing by, etc. And I'm not saying that's necessarily wrong, but it also has legal implications in certain countries; was the player adequately warned, did they have reasonable notice, etc.
By perma banning on second offense, we can be more sure that the player has been given reasonable notice that what they are doing is against the rules and can warrant a harsh punishment and will abide by regulations.
Players like this aren't immediately flagged and banned, because it's similar to the arms race against scripting. Bans/rank reversions like these often happen in waves to prevent boosters from discovering and avoiding our detection methods. This is something that we're continuing to improve in our fight against boosting.
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@BeWhite32_ Un grande saggio disse:
Mai giocare dopo mezzanotte perché a nessuno frega un cazz degli ultimi game che giocano
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Luke retweetledi

@waterdrinkerwd @MagikProds @RiotPhroxzon “I have to go 60% wr to climb?” No way, i thought you deserved to climb if you had 50%wr! Smart player i see
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@MagikProds @RiotPhroxzon I've heard it all, none of them are good reasons. im a diamond player and i have to go 60% wr in emerald hell to get back to diamond? no thanks, im buying another diamond acc. i tried 100 games went 55%wr dropped lp and i stopped
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@RiotPhroxzon So you are basically admitting that match quality was horrible till now?
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For Masters+
This patch (starting yesterday) we made queue times a bit longer, especially smaller regions to both make better quality matches overall and to better balance challenger duos.
If challengers are duoing there's probably higher likelihood there are lower people on their team (eg. Masters) to balance it out this patch and that those queues take slightly longer (in large regions) and moderately longer in smaller regions.
We're still working to resolve those games where there are a ton of duos in the game that look really weird (eg. 5 chall vs 5 gm/master), but our fix to that won't go out for at least another patch. This upcoming change will also better balance autofill vs autofill and secondary vs secondary, but we're really trying to make sure that it's going to work as we expect and this stuff is really complicated. We're trying our best to get it out to y'all as fast as possible.
Can folks do me a favor and paste any particularly long queue times from this patch (with the lobby screen, or the riot id's of who was queueing) or post match lobbies where the players in the match looked funky?
That will help us investigate. Thanks
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