Tag: fail

My luck has officially run out

failure

Earlier this week I was really excited to be playing ranked solo 5v5. I was making my way up the charts, thanks in part to good luck with teammates. My allies were cooperative and ready to coordinate, and chose teams that had a good mix of magic and physical damage, tankiness and crowd control. I made it from the high 1300s to 1530 in just a couple days. It was great.

That all changed at the start of the weekend. I played a few games for some Miss Fortune testing on Friday and it was loss after loss. Teammates weren’t paying attention, they were making bad champion choices, arguing about who would take middle, never bothering with dragon. I plummeted, all the way down to 1412 in something like seven straight losses, and I haven’t been able to pull myself back up.

I’ve pictured one of my most recent losses above. As you can see, my teammates were feeding early and often. Singed was 0-7 by the 18-minute mark. It wasn’t that he had a tough lane – he really didn’t – but he was running into fights he had no chance of living through. After engaging Warwick for a spell, I watched him start to run away at 200 hp just to go back in because Fling was off cooldown against a 500 hp Warwick. He died, of course, and it wasn’t the first time.

It’s strange how this game runs in streaks. I want to say that it points to a problem in the matchmaking system, but I don’t know if that’s accurate. I do think matchmaking needs to account for ELOs that drop dramatically in a short period of time. You don’t want to artificially inflate a player’s ELO so that he’s in a bracket he doesn’t belong in, but it’s also absurd that I can drop more than 100 ELO in a couple games, largely because of underskilled teammates. What if matchmaking tried to make you the lowest ELO player on a team if you lost, say, four games in a row. Losing that many games in a row is indicative of a problem with the MM system. Either a player who shouldn’t have been winning so many games was winning and he’s beyond his means, or a player is losing more games than he should, likely because the other team overmatches his own. I think the system should try to correct itself to better provide the service it’s designed to provide.

Season One hasn’t fixed matchmaking

No excuse for this.

I played a few solo 5v5 ranked games today. That’s been my method of late. A few. Not four. Sometimes not even three. Just one or two in a go, and they rarely last longer than 30 minutes anymore. It’s a strange way to play the game, kinda like taking a step back more than six months to when my ELO was fresh and I was just learning to play.

The one game that stuck out today, though, was a game in which the other team didn’t ban Shaco and I got to have a little fun. It started in their woods when I polished off Warwick at level two. I ganked him again as soon as he respawned and made it out of base, netting him three deaths in the first six or seven minutes of the game. My opponent’s other lanes were struggling as well – one because Sion was incredibly over-confident. I wondered what was going on (why we were winning so easily) until I got to the lobby. That Sion? He had one win. One solitary win, and his ELO was more than 150 points below most of my team.

I will say, most of my games have been with players of similar ELO, with a tolerance of maybe 100 points in the worst case. I can live with that. But when my queues are no longer than 25 seconds, it seems like the MM algorithm should be doing a better job than this. As more games are played, there will be an increasing gap between 1200 ELO players and 1450 ELO players. Why matchmaking would ever put those two together, particularly in solo queue, is completely beyond me.

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