u/Bulky-Creme-4099

So now that getting an A or S is a factor in climbing we should look towards optimizing that A or S reward system so its both more accurate and less exploitable.

The biggest oversite rn is dmg mitigation. We have a stat for dmg taken but that number doesn't factor in dmg mitigated through armour magic resist or other means. Basically what this means is that by building high resistances instead of high hp you are less likely to get an A or S.

Now maybe they do factor in this stat and simply don't display it but it would be nice to have some transparency. If they don't factor it in to the A and S calculation then certain tank builds are getting punished for no reason.

Secondly KDA. A little more nitpicky but since the system only factors in net KDA rather than the individual stats that means a 12/6/0 is rated the same as a 0/6/12. Now reason this is nitpicky is because kill stealing does exist and the system has no way to account for it. You could do 90% of the work to get a kill while ur poke mage just lobs in a spell and takes the last hit.

Of course the dmg dealt stat is supposed to compensate for that but this stat has problems of its own. Dmg dealt is probably the easiest stat to farm if your a poke champion. You can rak up a ton of dmg over the course of a game by just sitting mid and poking the enemy any chance you get. Problem is this isn't really contributing to a kill 90% of the time, ur just being annoying which is fine but there are better uses of ur time.

There are probably other minor discrepancies with other stats as well but these were just the most obvious to me. Feel free to post any others you can think of in the comments below.

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u/Bulky-Creme-4099 — 15 days ago