Does the idea of crit chance being replaced with a reliable and equal % damage increase sound bad?

Irelia Bot··4 votes·1,974 views

20% crit chance is effectively a 1 out of 5 chance to get a crit. You can get 3 crits in a row with it or no crits for 6 or 7 autos in a row but it is in theory going to normally add an extra autos AD during 5 autos with a chance of being only 5 autos AD worth of damage with no crit or sometimes 7 and rarely 8, 9 or 10.

And yes I know this is Pseudo RNG but I don't know how that calculation works for league so I am just explain RNG. What I do know is that a Trynda with a half filled rage bar when starting a trade has triple critted me before showing how unpredictable of a system this is.

So why does the idea of having it be a % increase on all autos making it highly reliable not sound like a good idea? This would make it always 6 autos worth of damage from 5 autos when at 20%.

And this would not effect IE be it reverted or kept as it is. Current IE would only make the crit damage 10% true and a reverted IE would make the crit replacement 50% more effective.

If the 4% crit mastery back in season 3 or 4 (cant remember which) and the 1% lucky crit rune were toxic why is having trades and fights being decided based on who gets more crits based on a system that is 100% out of players control make any sense.

And this is not like it is any kind of damage reduction. It is just removing an element of the game that does not feel rewarding when it works against you and decides many games based literally on luck.

Trynda is the only champ who would need any kind of rebalancing which he honestly is a way outdated champ anyways, Yasuo would have the new stat 90% more effective and Ashe would have it start at 10% on all autos.

So can anyone actually explain why replacing an RNG system with a reliable one would be a bad idea?

13 Comments

usul12021 votes

Because consistent numbers are less satisfying to play vs infrequent big flashes unless there's an absurd number of them. World of Warcraft is a good example of it, even dot classes tend to have a satisfying finisher or a duration where they just flash all the numbers hitting all the buttons. Rotational classes pretty much all culminate in a few big numbers (see: many years of destro locks being massively played even when not top out due to the single biggest spell around) or a time to spam their mediums for big effect. Consistancy isn't generally rewarding to feel.

Paroe1 votes

{quoted}

Because consistent numbers are less satisfying to play vs infrequent big flashes unless there's an absurd number of them. World of Warcraft is a good example of it, even dot classes tend to have a satisfying finisher or a duration where they just flash all the numbers hitting all the buttons. Rotational classes pretty much all culminate in a few big numbers (see: many years of destro locks being massively played even when not top out due to the single biggest spell around) or a time to spam their mediums for big effect. Consistancy isn't generally rewarding to feel.

This is the big thing, despite RNG making a joke of anything trying to be competitive.

Turning crit into a 1:1 "% increased basic attack damage" would get really silly, really fast. Especially since we have 'core' items, and marksmen are in need of their core being updated to todays "I HAVE 200AD WITH ONE ITEM HAHA" standards.

usul12021 votes

Yea, i think op just wanted %AA damage increase tho, not ad like old (oldnew?) guinsoos so hopefully it wouldn't break high ad fighters.

Can you imagine 900 ad jayce Q's?

Warlord Rhinark1 votes

{quoted}

Because consistent numbers are less satisfying to play vs infrequent big flashes unless there's an absurd number of them. World of Warcraft is a good example of it, even dot classes tend to have a satisfying finisher or a duration where they just flash all the numbers hitting all the buttons. Rotational classes pretty much all culminate in a few big numbers (see: many years of destro locks being massively played even when not top out due to the single biggest spell around) or a time to spam their mediums for big effect. Consistancy isn't generally rewarding to feel.

World of Warcraft is nowhere near as competitive as League is.

usul12021 votes

Wows top tier is mathed out and overworked to an incredible degree, well beyond leagues, tho there is no pro scene (but world first is very competitive). That being said, this misses the point of my comment, which is satisfaction of use, something Blizz has (historically) done well on. Some classes have varied recently (hi Spriest) and it hasn't done as well.

boricCentaur11 votes

I think it would be a more balanced system but boring as fuck in my opinion like people I think people forget league is about fun having rng is fun in my opinion.

iiGazeii1 votes

I'd love for crit to turn into a 3-hit passive. If you land three autos without leaving combat, the third is a crit. Each champion would have different base critical multiplier, and crit items would increase that multiplier.

This makes crits reliable and consistent spikes of damage that can be tuned for each champion separately. Crits wouldn't be an up-front burst of damage. Instead, you'd need to commit to three autos to get that burst

jocomotion1 votes

It’d be more balanced, and I’ve wondered the same thing. It’d need a cap of some sort, but I’d take that over Random crits.

You’d have to rework a lot more champs than Tryn though Ashe Jhin Yasuo and even Garen spin to name a few off the top of my head

SwiftKitten881 votes

riot cant fix crit... item 3095 has shown is that much

saltran1 votes

{quoted}

riot cant fix crit... item 3095 has shown is that much

In which way has StormR shown that they cant balance crit ?

And I'm not defending them, and since they are reworking again crit it's obvious that something is wrong with this itineration of crit.

Ralanr1 votes

I mean, if it just does a %increase of auto attack damage, then wouldn’t having AD on any of those items be overkill? Or am I looking at this wrong?

Irelia Bot1 votes

{quoted}

I mean, if it just does a %increase of auto attack damage, then wouldn’t having AD on any of those items be overkill? Or am I looking at this wrong?

Crit only applies to auto attacks and really spicific abilities like GP's Q.

The reason for evne building crit at all is an exponential increase in damage due ot having 5 damage multipliers between AD, Crit chance, Crit damage, attack speed and armor pen where as most everyone for defense are limited to only Health and armor.

30% crit chance on 200 AD is more damage output than getting 40 AD from a BF sword. That is why crit builds have historically been used due to the multiplicative scaling. 120X(1+.2) is greater than 120+ 20

ModWulf Helhammer1 votes

Yes. Here's why:

As it currently stands, purchasing crit chance does not directly increase your damage. Sure, in the game of averages, you will end up doing more, but from a face value, you aren't. It's a risk, pay money for an unreliable chance to do much more damage, or just buy flat AD and always do a bit more damage.

However, if you were to replace crit with a flat percentage increase to damage, then all of sudden those crit chance purchases (or whatever it would be called) are direct combat contributors, meaning that when one side gets ahead and purchases those items, they stay ahead, as they are always permanently doing more damage.

More from Gameplay

More by Irelia Bot