![living legends speed of life living legends speed of life](https://images.genius.com/81dfb54bf8359f8aff012b2ba046414c.540x216x1.jpg)
If a player does not get X amount of kills/assists/knocks in X games in a row - same as above, indicating lack of skill or account boosting.If a player's K/D, damage, survival time or any other objective metrics you can track drop significantly over a short period of time - say by 50% during the first week reaching Diamond 4 rank - as a sign of either lack of ability to adjust or account boost.If a player finishes TOP15 or lower X games in a row = as an indication that the person is unable to land safely and/or avoid fights if left alone/in a disadvantageous position.it might be a good idea to create some sort of an "IF" rule, that would monitor player's performance and demote if it is sub-par. So to create an intent, motivator for people to keep the Diamond level, badge, trail, etc. Or they just ask to be carried by friends who are more skilled or even worse pay for account boost - I am hearing that is a big business nowadays. Sadly even those, who say they want to go to Master level, still are trying to brute force it using the same inefficient tactics that made them go through Gold and maybe even Platinum. People got the badge, trail and that's it, majority know that they will not get much further than that and games become "not fun" as they are owned in the lobbies. In Apex terms it is not worth going into tactics, teamwork, angles, not pushing every fight, camping to a certain extent.
![living legends speed of life living legends speed of life](https://i.ytimg.com/vi/BNR8W7p15rw/hqdefault.jpg)
It's like doing your work "good enough" as you start to see diminishing returns. In my opinion the cause of the current situation - huge skill gap / wall - is mainly related to people being lazy to learn, adapt and adjust their gameplay.
![living legends speed of life living legends speed of life](https://www.gry-online.pl/galeria/Html/Pliki/355911304.jpg)