Dynamic Queue matchmaking update
League of Legends uses a mathematical system to match up players of similar skill in the "Normal" and "Ranked" game types. The basic priorities of the system are in respective order:. The system will extend queue times over sacrificing accuracy, which is why challenger players may face much longer queue times than the average player. Each player is assigned a number that represents his skill level MMR which is determined by the outcomes of his previous games.
With this matchmaking rating, the system will attempt to assemble two teams as fairly as possible to create a game wherein both teams have an equal chance of winning. Players have a separate MMR for each queue, each of which evolves independently from the others. New players get some special protection and are usually matched against other new players, though this may result in a longer delay before finding a game.
If we did, it would encourage players to focus on killing other players instead of strategically winning the game. For instance, matchamking who choose supporting champions would be adversely affected because they are not expected to earn kills. By putting as many measurements and solo queue matchmaking lol as possible on specifically winning a game, we avoid side behaviors that aren't as fun and confuse the rating process. The system does not use your LP, progression status, tier, division, or any other piece of League information.
The new Champion Select allows players to play Ranked in a premade group with any number of other players. You can read more about solo queue matchmaking lol decision here. There are a few factors that can make a match feel more imbalanced than it actually is. A teammate may have just had a bad game and performed worse than they usually do.
Snowballing can then lead to the matcnmaking reasonable perception that a mismatch occurred. For the matchmaker itself, the conditions often cited for mismatch are low concurrent users CCU or having a very high MMR. But when we take a deeper look at this pool of games, the impact on the quality of matches ends up being very, very low.
Instead, the matchmaker is much more likely to increase the queue time as can be seen in the longer queue times seen in the Challenger Tier. That is not to say that our matchmaker is absolutely perfect. We are also constantly monitoring our matchmaker and making any necessary tweaks to help reduce the chance that players of vastly different skill levels are matched together.
There are two different issues to consider here. For borders, the main consideration is that they only represent the skill level of the player at the end of last season. This represents a skill evaluation that is rather old and very likely inaccurate when discussing current skill level. When a team is first made, the past performances of the members in ranked solo queue will impact the starting MMR of the team. Many players feel that, through no fault of their own, they are stuck in a situation where they can no longer progress.
There are several key factors that can matchmakiing contribute to this feeling. The first of these is that when we take a look across all games, some players actually require a pretty high number of games to reach their true MMR. From a psychological perspective, the two major factors which contribute to the sense of "ELO Hell" are the Dunning-Kruger Effect and negativity bias. The Dunning-Kruger effect refers to the phenomenon where people tend to soll their own abilities as much higher than average, mtchmaking of reality.
For League of Legends, this translates into most players rating their matchmaking rating at mqtchmaking points higher than their actual matchmaking rating. In other words, negative experiences, such as playing with a leaver or a troll, will have a larger lop on your memory. There is no question that being human can leave us feeling frustrated solo queue matchmaking lol our peers.
At the same time, when we have analyzed the problem mathematically, we have not yet found any statistical evidence of a win-rate bias. The bottom line is that our players care and therefore we care and will continue looking at the problems for ways to improve the experience. Riot does not officially condemn or condone smurfing. We understand the cases where players make new accounts in order to help teach new players the game, but are working on newer systems to provide a similar experience in a more solo queue matchmaking lol way.
If your team wins, you will gain points; if your team loses, you will lose points. Whether you are in the game at the end is irrelevant to this outcome. You do, however, incur other penalties for leaving. Solo queue matchmaking lol is because various other options which we considered jatchmaking account for people leaving end up being exploitable or can otherwise cause undesirable effects on the system. For example, if we reduced the rating loss of your teammates if you leave, then you might leave to help them preserve their ratings.
If we gave you a penalty even if they won, we splo be "deflating" the entire system of ratings over time, causing new players to possibly run into professional players eventually. However, we ultimately determined that this model was not a good fit for League of Legends. Not only does it go against our goal of reforming toxic players, but it also feels extremely negative in the rare solo queue matchmaking lol someone is incorrectly sent there.
Finally, since League of Legends is a free to play game, prisoners may opt to just abandon their account and transfer their toxicity to our newest players. Related articles Ranked Play FAQ Login Issues Hextech Crafting Guide LeaverBuster FAQ Guide to Clubs Contact Us Get one on one support with a Rioter. Hextech Repair Tool Can't connect? Try our new repair tool. Log Reader Troubleshoot your connection. Nancymon June 29, The basic priorities of the system are in respective order: Protect new players Create fair and competitive matches Make games less toxic by matching you with the right players The system will extend queue times over sacrificing accuracy, which ool why challenger players may face much longer queue times than the average player.