❤League of legends matchmaking broken ❤ Click here: http://granimarcar.fastdownloadcloud.ru/dt?s=YToyOntzOjc6InJlZmVyZXIiO3M6MjE6Imh0dHA6Ly9iaXRiaW4uaXQyX2R0LyI7czozOiJrZXkiO3M6MzY6IkxlYWd1ZSBvZiBsZWdlbmRzIG1hdGNobWFraW5nIGJyb2tlbiI7fQ== Naturally they proceed to get destroyed, so I have gone from mid Silv to Silv 5 and honestly these games aren't even remotely fun because its never close. I've hovered around silver 5 for the longest time, after getting to my gold promos at one point this season. I admit; I am not the best there is. So where's the logic, Riot? When you're finished, check out Boards to join in the latest League of Legends discussions. League of Legends is a great game, don't get me wrong. This also applies to the rest of the team. They go 0-5 or worse in their lane, and then it's impossible to do anything about their lane opponent. But whats the point if this only happens in 1 of 10 games. Prepare yourself for quite the long post, this con can also be found on NA under PVP. I'm not asking for the better team every game, I just want an even game, where both teams actually have a shot at winning the game. In our mid-beta pool, which has very few players relative to what is in solo, the majority of games created by the system had teams predicted to be extremely fair no team with odds greater than 55% to win. - That shit is not fair Riot. The basic concept is that the system over time understands how strong of a player you are, and attempts to place you in games with people of the same strength. Details The system estimates how good a player is based on whom the player beats and to whom the player loses. It knows pre-made teams are an advantage, so it gives pre-made teams tougher opponents than if each player had queued alone or other premades of a similar total skill level uses some formulas in an attempt to make the premade teams vs solo players matching fair. The basic concept is that the system over time understands how strong of a player you are, and attempts to place you in games with people of the same strength. As much as possible, the game tries to create matches that are a coin flip between players who are about the same skill. The longer you wait, the more important this priority is. Eventually, it gives you less ideal matches because it doesn't want you to be in line forever. In our mid-beta pool, which has very few players relative to what is in release, the majority of games created by the system had teams predicted to be extremely fair no team with odds greater than 55% to win. We expect that in release, that 98%+ of the time we will see games where no team is thought by the system to have a higher than 55% chance to win. This is because adding a small amount of players to the system dramatically improves the quality of matches made, and we expect a lot more people to be playing at release than in closed beta... Elo System The Matchmaking System works along with a modified version of the Elo system. From there, the game is played. If a player wins, the player gain points. On the contrary, if the player loses, he loses points. There are some problems with this, but it generally works out, especially if people use pre-mades a little bit. The System do a few little things to nudge the Elo rating in the right direction when you start out so that people get where they need to get faster. This further helps separate level 30 summoners from low level summoners. Additionally, newer players gain and lose points more rapidly so that they are able to play in their skill level faster. Over time, this means that good players end up high rated because they do better than the system expects, until the system is guessing correctly how often they will win.