I believe the fabled TreeEskimo once told us these words of wisdom: Not every game is going to be something you can control. 40% of the time, your team will win on their own. Another 40% of the time, your team will lose on their own, and nothing you do can stop that. Its that final 20% of the time that you actually matter - And that is what you focus on.
I am perfectly fine with losing a ranked game most of the time. I am usually sad that I lost it when it is not my fault, but its not that big of a deal to me. I can accept that their team was better than my team. Oftentimes in these situations I will have learned something about a particular laning situation, and I am ok with that. If my team wants to win on their own, and actually does it, I'm pretty happy. It is indeed 'free' elo.
The other 20% where I matter, those are the only times I can really look at games critically. Usually theres something I couldve done to help win, or something that I did that directly won us the game.
I think what I am saying is that its not going to be remotely possible to win games 100% of the time - its certainly going to be possible to win more games than you lose, on the assumption that you arent actually playing against people your skill level, but that overall some games will not be winnable.
Step back and think about this objectively. Is a game wherein the player only has a 20% chance of having a meaningful influence well designed (assuming its not supposed to be gambling)?
I agree with RCIX. Solo queueing in LoL is one of its greatest flaws.
Yesterday I went on one of these horrible losing streaks. I did nothing to deserve it.
Now granted, with 150 more wins than losses in normals, it's bound to happen now and then, but it's so damn frustrating when it does and there's nothing you can do.
I played well in 90% of my games. I won my lanes, went positive, contributed to ganks, pushed towers, etc. But every time, my team would just do something unbelievably stupid and lose the game.
Here are some examples:
-I'm Nunu and with Ashe, we crush bottom lane of Blitz, Vayne. We've killed them both so many times they can't even enter lane. After we kill their tower, Ashe goes full retard and just starts pushing WAY into enemy territory. Even though I'm with her, there's nothing I can do to prevent Blitz and Vayne from just running up and killing her when she's way overextended. I'm absolutely baffled at how dumb she is after our great laning phase. Vayne goes from the most underfarmed hero in the game to 11-0 near the end of the game. We find out later that Ashe had work in a few minutes, that's why she was playing so recklessly and pushing so hard...
-Brand goes mid and feeds Kass. Engages when I'm (the jungler) way too far out and dies, then Kass just blinks away. Kass gets superfed, gg.
-2 players want to play the AP Mid, but neither of them is willing to compromise and play the AD carry. So we get an Ahri in the bot lane with Blitz, GG.
-One game the player just d/cs right at the beginning, so it's just 4v5, gg.
-One game we're winning the whole game, then in the end game the team engages in a 4v5, we lose, then they just push to win. GG.
The problem with LoL is that personal skill isn't as important. It really is that you only contribute about 20% of your team's total value. If your team sucks, there isn't much you can do.
People say that DotA is unforgiving, but that's only true for new players. LoL is much more unforgiving for experienced players.
-In DotA, if something happens in the pick screen where your team doesn't pick the "the perfect LoL comp", you don't automatically lose the game. There is no "perfect DotA team comp", because lots of lineups work and can work. Even with 5 carries or no carries, you can still win the game.
-In DotA you can win 4v5s. Even better, you can pause the game and wait for the guy to reconnect. Even better, if someone leaves the game permanently (there's only a 5 min disconnect timer in DotA), everybody is free to leave, so you don't have to waste your time. If somebody disconnects in LoL, even just for a few minutes, it puts your team at a huge disadvantage, even though these things happen.
-In LoL items scale up, where in DotA, items scale down. This means that the more farmed you get in LoL, the more powerful, exponentially you become. In DotA, the more farmed you get, your power increases inversely proportionate to LoL. The best item in DotA costs 57 gold. It is the most cost effective item in the game. So even if you aren't rich in DotA, your items can still be decent in comparison to someone who is.
-Voice chat. Obvious. Increases the communication of your team, rewards people who can communicate well much more than LoL. People respond much more effectively to a human voice than to anonymous text on the screen.
-Losing gold on death is actually much more valuable for the losing team. If you're dying and underleveled, you probably have no gold anyway. So even if you die, you haven't lost anything. However, killing the enemy carry a few times cripples whatever gold they've accrued. This is doubly true because of the fact that they're probably a few levels higher than you are. The higher level you are, the more gold you lose. This seems to make comebacks more likely. If you're behind in DotA, you can win a couple key engagements, and get back in the game. If you're behind in LoL, you're just behind. Even if you kill the enemy carry a few times, you have only stopped his farm temporarily, you haven't set him back.
-Finally, and most importantly: Buybacks.
Teams in DotA and LoL make stupid mistakes. It happens. But if your team in LoL makes a stupid mistake in the end game: That's it - it's over. If your team in DotA makes a stupid mistake, they can still buy back. It's not just over because of 1 misclick or 1 miscommunication. The Tower Fortification mechanic also contributes into holding on just long enough to get your team back into the game.
All of these LoL mechanics contribute to a game where, if your team sucks, there is precious little you can do about it.
That isn't to say that in DotA you'll never run into a team that is too bad to help, it just means that you're less likely to lose even though you played really well.