Why an "Accuracy" stat would be an interesting addition to League & how it would help balance [Long]

i cant move wtf··2 votes·471 views

This was inspired by a conversation I had in another thread on these boards. However it didn't get fully fleshed out and I think it deserves it's own thread since the concept is quite interesting IMO.

In League, the two most basic archetypes for champions are "melee" and "ranged." There is every varying degree of these two extremes but the game must be designed in such a way that a melee champion is able to perfom their function for their team against a ranged champion of roughly equal power. This is usually achieved by giving the melee more tankiness either through raw stats or abilities or other times with gap closers and high dps to win duels at close range. And for the most part this works.

But actually this isn't the only way ranged vs melee has to be balanced. It's just the way League happened to end up evolving over its decade of development. There's another way that I think deserves some consideration because it would arguably open up many new options for how both melee and ranged champions can be designed:

Accuracy as a stat.

Before you raise your pitchforks that this would add too much RNG to the game, hear me out. What this would mean is that a champion's auto attacks (not their skill shots) would hit or miss at a chance equal to the accuracy of the champion. A very obvious way to apply this would be to give melee's very high base accuracy and ranged champions lower in proportion to their range. This functions in a similar way as crit chance. The difference is that crit scales linearly (% crit = % additional damage, normalized over the course of many auto attacks), while accuracy would scale logorithmically (% accuracy = % damage, normalized over many auto attacks).

This would inherently give melees guaranteed damage over a short time window (further defining assassins which tend to be close range for their damage) and make ranged champions inherently need to stay safe and auto attack many times from a distance to get their damage off (similar to how crit already works but to a further degree).

At it's most basic then, a melee would play around a ranged opponent by waiting for a miss to happen before using a gap closer or tank ability and closing the distance. This would allow much more champion diversity for both melees and ranged. Squishy melees with limited gap closing (allowing their abilities to focus on other things) with very high accuracy have an opportunity to exist in this environment, as well as long-range tanks with low accuracy. It's a very simple addition but with far reaching implications for champion diversity.

I also don't think League would have to be completely overhauled to test this out. League is more or less in a balanced state currently (contrary to what these boards might tell you), and introducing just a single champion that utilizes accuracy as a stat (maybe implemented as an energy bar on a mana-less champion) wouldn't disrupt this balance and would be a simple way to test its viability/balanceability.

Here's some starting points for what I think would be a cool use of accuracy on a marksman:

##Ideas for champions that can't exist without accuracy

A Caitlyn-esque champion taken to the next level Base accuracy: 50%-90% Base attack speed: 10%-50% Base range: 100-1000 This champion's accuracy and attack speed scale with the distance they are attacking from. At max range (1000) an auto attack has a 2 second animation and 50% accuracy. At minimum range (100) the attack animation takes 1 second with 90% accuracy. This champion cannot auto attack within 100 units.

An Ashe-like champion with a twist Base accuracy: N/A Base range: Global Passive This champion has global range for auto attacks on visible targets. Every auto attack is "focused." So when you right click a visible enemy, the accuracy charges up from 0% and the attack fires on the next movement command or auto attack click. So the attack is only as accurate as it was allowed to charge for. The charge time increases in proportion to the distance of the enemy. Q - Ranger's Focus: Active: Attack speed increases and auto attacks now fire a flurry of arrows. Focus of auto attacks charges up 2x as fast.

An Urgot-esque slow-moving juggernaut marksman Base accuracy: 70% Base range: 900 Base move speed: 280 Base health: 600-2400 Attack Animation: 1.25 seconds General idea This champion would like to stay back and poke. His technique is sloppy so he only has a 70% accuracy on autos and his abilities are similarly long-ranged but have AoE damage and CC to help his team. He's very vulnerable up close since his move speed and attack/cast animations are slow, but his tankiness helps his team have time to come and defend him if the enemey closes in on him.

##Final Thoughts TL/DR I've tried to demonstrate how I think accuracy would make it easier and more intuitive to balance ranged vs melee matchups. I've also tried to show why I think this simple stat opens up many champion designs in League that wouldn't be possible or balanceable without it. I think I'm just scraping the surface here and there's much more potential than I've been able to lay out in this one post. I hope I've been able to express these ideas in a clear way. Please let me know if there was anything confusing or just didn't make sense and I'll do my best to clarify. Thanks for reading!

12 Comments

Qukslice5 votes

Imagine this:

You're farming and a cannon minion comes up. You go to last hit the cannon. Miss. It dies.

Do you know how unfun that would be? Lose farm and kills because of RNG like that.

i cant move wtf1 votes

I agree that's something that would need to be taken into account. You could draw an analogy to poker in that sometimes you just get duece/seven off-suite. It sucks but there's still really good poker players. Also, it would be the same for the enemy team so therefore it would be fair. Or the champion's stats/scaling could be balanced so that a marksman with 70% accuracy would only be expected to hit 70% of last hits and get his items a bit later. There's lots of ways to deal with this tbh.

Qukslice1 votes

It's not about accounting for it. It's about how the player would feel about it. It's frustrating on it's own to lose CS as it is but thats due to your own skill. Losing cs due to RNG just feels really bad and annoying.

i cant move wtf1 votes

I don't really disagree with you I just think there's ways to design around it. Just spit-balling here but you could give a marksman with, let's say an 80% accuracy, a low-range point and click Q that can be used for this purpose. Or even something as simple as Caitlyn's Q or Ashe's W would serve this same purpose. A skillful player would capitalize on the champion's whole kit and not just rely on their auto attacks to cs. Jhin is a prime example of this, many times needing to use all his skills to get every cs.

IcyPepper3 votes

League is more or less in a balanced state currently (contrary to what these boards might tell you),

Your audience here is the boards, though.

i cant move wtf1 votes

rip

OurLestrade3 votes

So inverted dodge, which they removed because it sucked?

i cant move wtf1 votes

The difference is dodge is a deceptive stat of the enemy. Accuracy is a stat you'll always be fully aware of since it would be directly tied to the champion you picked.

Mecha MaIphite1 votes

Before you raise your pitchforks that this would add too much RNG to the game, hear me out.

So where did you refute this? All you really said was that it would allow ranged champs to have windows of weakness against melees, but you still didn't address the fact that said window is still coming from RNG.

i cant move wtf1 votes

Good point, I didn't adequately address this. Ideally the RNG from accuracy should be in proportion to the range of the champion. Range is an extremely strong stat in League and I think accuracy is a perfect way to pay for it for two reasons:

  1. Over the course of many auto attacks, it literally works out to be a straight damage nerf. Do we agree that ranged champions shouldn't do as much damage as melees up close? So 80% accuracy means you deal 80% of your max damage (though there's a little bit of luck or unluck as well, as there already is with the crit mechanic).
  2. It makes sense thematically since hitting a target from a long range is more prone to missing than directly in front of you. This is common sense of course, but I think it's an elegant way vs just moving the damage numbers around.
Mecha MaIphite1 votes

But it's not about what happens over many autos; it's what happens in the moment. That's not really an argument against RNG.

That's like saying Tryndamere's damage evens out over the course of the game, therefore his crit is not RNG, but a straight damage buff. Clearly not the case; getting several lucky crits in a row to win a trade is huge, and not critting at all in an extended trade is bad. That wouldn't happen if crit simply worked as a % multiplier applied to every attack.

Also, this whole idea of it being harder to hit from a long range is already done with skillshots; and I'd argue that's much better than a RNG system, because it actually factors in player skill (which also makes more thematic sense).

i cant move wtf1 votes

I agree, skill shots should not be RNG. I like the way they are as well. And you could argue that their accuracy is determined by the playjer's aim - so the accuracy stat is implicit in a way.

IMO the beauty of the crit mechanic is that the RNG makes it great for one class and bad for others. The RNG makes it so it benefits prolonged fights (so it's very good for ranged dps champs like adc's) and is not the best fit for champs that need guaranteed damage in a short window (like assassins). And an accuracy stat would just take this a step further, making marksmen adc's the most effective only when they're in a position that they can get many auto attacks off, allowing them to do lots of dps once they normalize the accuracy RNG.

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