r/LeagueUnfiltered

TOP 1% RESULTS TAKES TOP 1% EFFORT

there isnt some crazy conspiracy against you. the much simpler explanation is that top 1% players are way more jobless than you are. QUIT YOUR JOB. PLAY MORE LEAGUE.

reddit.com
u/RatSlammer — 1 day ago

Ff should be removed

In general you shouldn't be able to surrender. It leads to toxic play. We all have so many stories of people calling ff after dying in lane around 5 min and then checking out of the game after ff is denied. Its counter intuitive but the removal of it will lead to less toxicity.

If someone is afk, then you can ff.

reddit.com
u/Icy-Name-3102 — 1 day ago
▲ 1 r/LeagueUnfiltered+1 crossposts

Aren’t the balancing of lobbies around duos a bit too extreme?

Riot has publicly acknowledged that playing as a duo impacts the balancing of teams. Ie if they are balancing two teams, and one has a duo and one doesnt, the team with the duo probably has a net lower MMR or additional factors to buff enemy team/nerf the duo team, because riot values the added communication and synergy vs a team full of solos.

While it makes sense in theory, am I the only one who thinks the implementation is too much and you are effectively playing at hard mode as a duo? I feel whenever I duo, the whole team is nerfed to the ground. While in solo queue, sure some games are bad but I feel my consistent performance leads to more consistent outcomes. In duo queue i had two straight games where my top lane got absolutely stomped, something like 2-12 and 4-15, and their opponents were not even smurfs or hard counters. And that was just today, other days its always tough games specifically because there is always an enemy raid boss on the enemy team

I feel like if the balance is purely mmr focused, in a vacuum this creates way more bad experiences than it does good ones, because for example if the duo is mid and jungle or jungle and support, sure the way the game is designed right now with roam heavy supports, u can synergize better and have that balance. But most games, ur teammates getting outstomped has way more impact to the outcome of the game. And if in theory, you as the duo are expected to stomp back, a lot of champ or draft factors into this.

What do you all feel about the balance of duo queue at the moment?

Edit: fuck, the right grammar in the title should be “isn’t” but whatever english isn’t my first language.

reddit.com
u/cryinjordan — 1 day ago

Turns out League does force 50% wr like Wild Rift, and more questionable things

I'm new to League, coming from Wild Rift. So far this is my first week in ranked https://op.gg/lol/summoners/vn/Leona%20is%20da%20bezt-sword.

I used to think that League would be far better than Wild Rift, as I would go near my actual rank without much sweat and the win rate would go high until it shall stabilize towards 50% as I approach my actual rank.

Somehow, I ended up at Bronze 4 after my 5 provisional games, and after 40 games at 50% wr, somehow I netted +400 LP because each win is like 3 times a loss and now I'm on track to beat some Gold players as well. But I just don't get it that why I wouldn't be starting at Silver in the first place, nor why does the game force 50% win rate by "attempting" to carry weaker players, when it could just give me actual teammates, a higher win rate to get to where I should be faster? I thought League would be more competitive than Wild Rift, why making me sweat like so?

These things don't match with what I got from r/summonerschool, wiki nor ChatGPT at all.

u/PAFFNeko-8a — 1 day ago
▲ 8 r/LeagueUnfiltered+2 crossposts

If Riot wanted balance the game they should swap lane quests to class quests and use lanes as a malus/bonus

Since they want to keep that mechanic it would be pretty easy to balance the game with classes rather than positions.

Marskman might get the full item + 10% ad (number pulled out of my ass at the moment) but the latter is granted only on the botlane.

You can nerf cringe chapter and add the mana reg bonus to mages granted only on mid

Supports get their bonuses based on the supp item they choose

Top based if they are Juggernaut, tanks or fighters

It could open a whole world to the gameplay and we can stop heavily nerfing champs for their intended role because they go to another lane (Vayne)

You can even add a class a malus going to a lane since they don't want a class going to a specific lane.(particularly ADCs going mid and top)

Subclasses can help for niche style-gameplay picks and you are available to pick one. (Always using Vayne as example could either choose Marksman or Assassin style)

Game easier to balance, removing cringe picks, I don't see any downside of this idea in a season we're mages play 5 different lanes.

reddit.com
u/Reasonable-Eye-5055 — 1 day ago
▲ 1 r/LeagueUnfiltered+1 crossposts

Am I a boosted mid or is it too early to say?

I feel boosted. I made this account myself btw but still. I know I can hit gold plat on support but on TF mid idk if my mmr is lying to me and I'm just coinflipping games. Thoughts?

op.gg

After dying to a "cooldown" Flash one too many times, I built a free overlay that tracks enemy summoner spells and ult timers with accurate CDR calculations + Chat OCR detection for pings.

I'm a mid main who constantly loses games because I mistrack enemy summoner spells. I'd ping Flash in chat, my team would respond "thanks," and then 30 seconds later I'd completely forget the cooldown and get surprised again. Classic.

So I built a small desktop overlay called LeagueFo that sits in the corner of your screen and tracks enemy summoner spell and ultimate cooldowns automatically. It works by pulling data from Riot's official Live Client API (the same public API Overwolf apps use), so no memory reading, no scripts, not bannable - just the data Riot already makes available. You hold Tab to open your scoreboard and the overlay becomes interactive alongside it; release Tab and it fades away so it's out of your view during normal play.

A few things it does:

  • Auto-loads all 5 enemy champions and their spells + ults when a game starts
  • Left-click a spell or ult to start its cooldown timer manually
  • Accounts for CDR automatically, items, runes like Cosmic Insight, and Ionian Boots are all factored into cooldown calculations so the timer you see is actually accurate
  • OCR chat detection, reads your in-game chat and automatically starts timers when teammates ping summoners or ults
  • 16 language support

It's completely free. We're still early. Currently putting together a proper installer and Discord for feedback and support.

I'm genuinely curious whether this kind of tool is something people actually want, or if most players have just learned to track cooldowns mentally.

What's your preferred method for tracking enemy summoners and ults mid-game?

The OCR-chat detection also requires you to mark where your chat box is, in order for it to read your chat accurately. We recommend to include two rows for the chat, in case people spam it so the system has time enough to detect the summoners & ults and start the timer for you.

We just launched our Discord server, join it and have a chat with us.
https://discord.com/invite/wsWx7ZB624

My winrate for 1600 games is 50%

Am I bad? Maybe

Am I good? Sometimes

It's just the way it is, I think...

I started out at Iron III this season

Been playing mobas for 12 or so years, thousands and thousands of games... Been like that since I can remember..

I think it's just the reality.. like that one theory where you keep flipping a coin, eventually the ratio will get closer and closer to 50% odds of heads or tails

u/Sufficient-Fee-714 — 2 days ago

[Weekly] The Mid-Week Knowledge Check: Real Talk for Climbers

Every ELO is just a different knowledge check, and sometimes you just need an outside perspective to see the "why" behind the game. This is the community space for honest, unfiltered feedback to help each other climb.

How it works:

  1. Drop your op.gg or a VOD link below (Keep in mind: VOD's Allow people to give infinitely more useful feedback Because it allows us to actually see what you're doing so generally try to choose a game where you struggled or a game where you didn't feel like you had any control over the outcome).
  2. Let us know your rank and what feels like your "hard wall".
  3. We’re encouraging the community to chime in with unfiltered (but civil) feedback.

We aren't here to sugar-coat things, but we aren't here to be douchebags either. Help each other get out of the hardstuck loop here.

reddit.com
u/AutoModerator — 1 day ago

There is no loser's queue and Riot doesn't do EOMM. The truth is worse.

There is no loser's queue and Riot doesn't do EOMM. The truth is worse.

TL;DR: Loser's queue probably isn't real. Your games are still bad. Riot matchmakes on fair — both teams near 50% to win — and you want competitive, a close game. A matchmaker optimizing for one is blind to the other. Fixing it requires the exact player modeling everyone already fears, so Riot is stuck.

I've spent a fair bit of time around ML models professionally, and I think some insight into how these models roughly work shows why loser's queue and EOMM probably don't exist, while validating what players experience. Riot has been open about the mechanics of the matchmaker (no shade) but bad at explaining why those mechanics produce a ranked experience that is frankly ass.

Most "loser's queue isn't real" posts amount to "Riot said so," which convinces nobody who thinks Riot is lying. A better argument: a hidden hand nudging players toward 50% would make sustained high winrates impossible, and it doesn't. Smurfs and one-tricks hold 65-75% over hundreds of games. Pros climb fresh accounts from Iron to Master on stream. Riot's own 2024 matchmaking post describes winrate harvesting groups running manipulated accounts near 100% over hundreds of games, and the fix they landed on was matching those groups against each other. A mechanism for quietly assigning bad teammates would have solved that instantly. Riot built a separate countermeasure instead.

Riot defines a fair game as one where each team has roughly a 50% chance to win. /dev: Matchmaking Real Talk puts most teams at 50 +/- 1% and denies that the MMR system punishes hot streaks. That target hasn't moved. The 2024 post lists the levers they pull: LP gap between teams, red versus blue side, autofill parity, account seeding. /dev: Ranked 2026 repeats it. Streaks, emotional state, champ pools and playstyle appear nowhere. It's MMR, side, role and autofill.

This seems reasonable right? This definition is the root of all evil.

Riot's "fair" means 50% win probability. A player's "fair" means competitive — a close game where small advantages compound over 30 minutes. Ten evenly matched players grinding out a 35 minute bloodbath reads as 50/50. A coinflip between two stomps, where somebody gets rolled by 15 minutes, also reads as 50/50. The matchmaker balances the expected outcome and ignores the variance around it. A 50% number locates the center of the distribution and says nothing about its shape: a tight bump around "close game" or a barbell with mass piled on each stomp.

Almost nothing that decides whether a game is enjoyable ever reaches the matchmaker:

  • whether the enemy top laner is drunk
  • whether your mid is on a 6 game losing streak and ints the second he dies to a gank
  • whether four of the ten players either 1v9 or hard feed with nothing in between
  • whether that OTP got his champion banned and is now first timing in ranked

Every one of those lobbies reads as a clean 50/50 and wastes 25 minutes of ten people's lives. The matchmaker isn't failing at its job. It's succeeding at the wrong one. Riot listed most of these factors themselves in 2018 — unfamiliar roles and champions, smurfs without enough games for an accurate rating, lack of sleep, a few drinks — and the current definition gives them nowhere to put them.

Players also treat the system adversarially with smurfing and duo abuse, but that's noise layered on an objective already aimed wrong.

People also dramatically underestimate variance. Play enough games and you land on the wrong side of that distribution for long stretches. Simulate 1000 coin flips and the longest run of one result typically hits 9-11; run it a hundred times and 15+ shows up. A season of soloq runs about that long, so a 15 game losing streak proves nothing. And coins don't tilt.

The obvious objection: game design makes games stompy, not matchmaking. True, and Riot agrees. The 2018 post names snowballing as the first of three causes and calls it intentional. Plates, dragon soul, tempo and tower gold compound leads by design, so one early death cascades into a lost lane and then a lost side of the map. A perfect competitiveness-matcher would still fight a ruleset engineered to snowball, which amplifies the variance problem until even lobbies that start close resolve into stomps.

So why not matchmake on competitiveness? Riot would need a definition first, which is far harder than 50/50.

Try one anyway. Call a game competitive if the gold difference tracks within bands — gold diff@5 adjusted for objective value inside one window, gold diff@10 inside a wider window, and so on to the end. That fits what most players picture. In the abstract, matchmaking that way produces a much better experience.

Could a model predict whether a game stays within an acceptable trajectory? Almost certainly. That's also where the plan goes way off the rails. MMR, side and autofill won't get you there. You'd need champ pools, tendency to randomly first time something, propensity to tilt, likelihood of tilting right now, whether someone queued at 3am, how they respond to falling behind. You're now modeling players as psychological entities. Further problems:

  • Queue times rise. Riot has shown itself allergic to this, for good reason, and the 2024 post states the queue time versus match quality tradeoff outright.
  • Volatile players create new fairness problems. A top laner who refuses to play weak side either 1v9s or hard feeds. Do you hand him hyper stable teammates to smooth out the lobby? Junglers who always strong side top? Those stable players now absorb someone else's variance as a service to the system.
  • Players like Baus can game it. Build a playstyle that looks bad to the model but wins anyway (very low econ strategies) and farm better teammates indefinitely. Riot has made this argument themselves: asked why MMR ignores KDA, they answered that a performance based system rewards optimizing for good scorelines over winning.

Now the word EOMM. Behavioral features don't define EOMM. Its objective function does — optimizing retention and engagement rather than match quality. A system modeling your tilt propensity to build you a close game and a system modeling your tilt propensity to keep you queueing look identical and are ethically opposite.

So matchmaking on competitiveness requires building the exact machinery people fear, and once it exists, one objective-function swap produces real EOMM. Players can't tell from outside: same telemetry, same queue, and only the number the model maximizes changes. I don't think Riot wants that capability and players shouldn't want them to have it.

So, I think the sad truth is that Riot is just trapped. Keep the current definition of fairness and their model is about as good as it gets, leaving them to slide along the efficient frontier, trading queue time against autofill against MMR precision. The alternative builds a surveillance-grade player model that improves your games while looking indistinguishable from what everyone already accuses them of.

Sources:

  • /dev: Matchmaking Real Talk (2018) — the 50 +/- 1% figure, the three stated causes of imbalanced games, the reasoning on KDA. Old, but the most direct statement of the philosophy.
  • /dev: Matchmaking in 2024 — Phroxzon. The levers they pull, the queue time tradeoff, smurf seeding, winrate harvesting.
  • /dev: Ranked 2026 — most recent; autofill, queue times, skill distribution.
u/ArmitageStraylight — 3 days ago

I am gold 4. Just played a game with a bronze 3

What the fuck is going on with matchmaking? Our ADC went 0/10 and did 6k damage by the end of 35 mins. What kind of matchmaking is this??

This whole season has felt this way where it’s a coin flip of which team gets the lower ranked player who will shit the bed.

No player should be placed in a game almost 2 whole divisions higher than their current rank.

I was going to report her for inting then noticed she was bronze 3, so it’s legit not their fault. They stood zero chance

reddit.com
u/DepartmentFar791 — 2 days ago

Post removed on r/leagueoflegends... we need a new tier of playu

Posting here because this was removed on r/leagueoflegends with absolutely no context.

Not long ago I posted about how we need a paid tier that allows for a stricter definition of griefing in Ranked. Among those are playing champs you have no practice time and absolutely trolling games. Everyone said its impossible to track. yea right

tHeRe Is No WaY tO oBjEcTiVeLy KnOw If SoMeOnE iS gRiEfInG...

League of Legends needs a subscription tier that allows for individual review of griefers and trolls : r/leagueoflegends

I present to you an exhibit. Lulu top. op.gg: boiiXwhite#NA1 - Summoner stats - League of Legends

how many ranked games in the last 20 on lulu? none.

how many playing top? none.

her build? off meta. ad. she does 24k damage in a 40 minute game.

All of you that say ranked wouldn't be better without this griefing and all of you saying that this doesn't qualify as griefing can eat it. Hope they are on your team next.

https://preview.redd.it/r7nxrrvkh9kh1.png?width=1257&format=png&auto=webp&s=637cf8cde5174a420edaedfd335ddfb9f6dd75c5

reddit.com
u/Rich_Foamy_Flan — 2 days ago

Belief in loser's queue is a coping mechanism

They believe a large portion of their total games are algorithmically determined outcomes, be it win or lose, so their personal agency is less of a factor than what the game has decided they will get. They're basically queueing in hopes for Riot to feed them their scheduled dopamine pill. 🤡

u/EstateOk6238 — 3 days ago

How do you fix LP gain?

I'm a newish player playing on and off for a year now and doing rank. at start i randomly played bunch of champs rather than sticking to one so lost more than won. and now im starting to main nocturne jungle.

but my LP gain is so low compared to when I loss LP. I'm getting 19LP a win but when i lose its either 20-21LP

how do you fix this? how do you even climb this. this is very demoralizing especially when every game is already a coinflip

is this type of LP gain and loss on purpose? if so how is other people climbing so easy?
I'm currently hovering between S2 and S1

reddit.com
u/Ill_Way_2517 — 2 days ago

No fun items in the game

This is something that I don't understand tbh why we can't have any fun items in the game. The closest thing to a fun item is like zhonya bc its the only item thats allowed to have a really strong active. But there are so many cool things they could do for items like having an item that hard CCs enemies, or one that gives an actual dash (not a 1mm dash like protobelt), or items that let you go invis. And before you say this will be unbalanceable its not, DotA has a lot of OP item actives but they manage to balance it and it makes building in the game a lot more fun and meaningful. Instead of just thinking "which stat stick gives the best stats considering how much gold I have?" like how building normally goes in league, the items can actually really change how you play the game.

reddit.com
u/LXUA9 — 2 days ago
▲ 40 r/LeagueUnfiltered+1 crossposts

Support players finally got me

MIDNIGHT RANT INCOMING

After playing since S4 and countless rage uninstall into installing back, i'm finally done.

ADC role makes no sense to me anymore in modern league, all because riot catered to the lowest common denominator which are support players.

Even I, a low masta player climbing thanks to the LP inflation cant wrap my mind around support gameplay anymore.

Too many times this classic scheme unfoldss : we get a 2v2 kill in bot. The support takes the kill, no problem they will surely use this gold to dominate botlane even more. Surely, right ?

The first doubt arrives when they dont help crash the wave so i'm forced on a worse than optimal back. No biggies, just buy longsword and cull instead of BF, who needs item powerspikes after all ?

I close the shop, and head back to lane, but something does not feel right, the lane is empty, the minions are too close to the enemy tower. I check the first bush, nothing. I'm out of wards for the second bush. Luckily since this is a 2v2 lane, the support will be here to ward and play the 2v2 ? RIGHT ???

I check minimap, they are not here, probably still shopping since they had huge bags of gold to spend. Nope the shopkeeper said they left 30s ago. I open my GPS, it points to the bermuda triangle. Confused i look at the minimap.

And then it hits me, they fucking left again for no reason at 3 min efter denying as much gold as possible from me then leave botlane without any care in the world. But hey , NO BIGGIES they will surely do something useful on the map ? RIGHT ????

So now i try to survive 1v2, begging for each cs i take, vulnerable to any all in, any gank because there is nothing you can do except praying they dont force a dive to make u loose 3 waves on the crash.

But NO BIGGIES since the support will 1v9 the game , RIGHT ??? And then after an eternity passed, they come back, 3-3-0 in score, 800 gold up as janna against the leona. Proud of themselves they frontline to show how strong they are before dying in 3 second because they are fucking lv 4 vs lv6. And they bless you with the "Useless ADC, ff".

So congrats riot, you gave in to peopel who dont actually want to learn the game, the just want to click around the map while watching netflix. If people dont want to play support fine, let them, but at least rework ADC so we are not suffering for their mistakes.

So now i finally quit, and i already know what u will say, "See you tomorrow", not this time the last 2 weeks of game have been so miserable even working at mcdonalds would have been better. But at least i'm free, like an adult who is too tired to even care about his child tantrum, i say "i'm out"

reddit.com
u/IceEmpereur2 — 2 days ago

Diamond elo lobbies

Are there any other players that have played in both emerald lobbies and diamond elo lobbies?

One would assume that, the higher elo you go, the climb should get harder? Games more equal, or even if not that, the games should be harder to climb in.

Well in my personal experience, diamond elo games seem to be vastly easier compared to emerald lobbies. Why?

  1. In my opinion Emerald, while being a single bracket, has a very high majority of players that do not belong in it. I'm sure many emerald elo players think that many players in either team can end up being vastly outclassed, while both being emerald. i.e one support poking and playing the lane or perhaps even moving for jungler, while the other might be mostly afk and not contributing value, and pulling the adc behind
  2. In contrast, I feel like the player skill doesn't actually increase that much more (though there might be some slight increase in capability to a certain extent and definitely not for all players in the elo). But, diamond feels like the most (not all) but way less chance of getting someone that is absolutely worse and doesn't necessarily belong there.

What do I mean? An emerald game might have on your team someone that might have gameplay much more similar to gold elo, but might have climbed into emerald. And these players aren't rare. So there can be in a lobby of 10, 4-5 players that are absolutely outclassed. High amounts of players in the lobby end up making it very volatile, even though they are mostly all emeralds currently in the lobby, the game feels much more like a normal game (lobby isn't balanced in player quality)

In emerald getting 2-3 extremely bad players, would be way harder to carry.

But in diamond, having way less chances of getting the terrible players, you usually end up having "more of an edge" as a better player and potentially a smoother climb, more carry potential (as most of your teammates are better)

In short, carrying in emerald feels harder overall in a long amount of game quantity, as you are very likely to get multiple terrible players. One might argue, well then how can't you climb if the lobbies have bad players? The exact problem is if you "roll" the more quantity of bad players in your team, which you are likely in emerald, as there are many truly bad players, it gets harder to carry. Afterall enemy team, if truly deserving of emerald and playing properly, they aren't actually bad. They can cs properly to a very good extent, they can itemize and just follow u.gg sugested builds and so on.

It doesn't mean you won't climb, but what I am trying to explain is, emerald elo feels extremely flippy, and diamond elo, unintuively so, feels easier to carry, as you are way less likely to roll "multiple" terrible players on your team. So you will have less games that are genuinely unwinnable or close to unwinnable.

Some recent games.

https://preview.redd.it/vgrf3s77j8kh1.png?width=696&format=png&auto=webp&s=38344e0e56f1330cbe72e81b3a70e76e6bc7c8b3

I've also known other players share the same sentiment i.e my winrate increases when I finally get into higher elo.

reddit.com
u/no_reply_if_immature — 2 days ago