Critical Strikes

Gnart Even Close··1 votes·565 views
Can we finally phase crit's RNGesus out of the game?

Many people have already complained about critical strikes before, and offered several solutions to fix the system. The link I attached was a rather creative solution, but would remove crit from the game. Crit is an important part of the game, so it should not be removed even if there were other ways to increase DPS to compensate. Anyway, here is my idea. I hope you enjoy reading and I would love to hear your feedback.

Every autoattack (not procced by abilities that apply on-hit effects), the "crit counter" is increased by the user's crit chance. At 100 stacks, the user critically strikes, consuming 100 stacks. If the user is out of combat for 8 seconds, the crit counter is reset to 0 stacks. If the user has less than 5% crit chance, the base crit damage is only 125%. If the user has less than 15% crit chance, then the base crit damage is only 150%. These changes would remove the RNG from crits while preventing the system from being abused in lane by taking 1 crit chance rune. If you actually build a crit item, however, your DPS will not be affected by the countermeasures. There is also one item-specific change I propose.

item 3087 Statikk Shiv: Unique Passive: The crit counter is not reset while out of combat, and is charged by movement. Unique Passive: Whenever the user critically strikes, 50 magic damage (25 damage, but it always crits) is dealt to up to 4 nearby enemies, prioritizing champions. This damage scales with critical damage (i.e. Ashe will do significantly less damage early, Yasuo will do slightly less damage, Infinity Edge will increase the damage)

These changes would maintain the item's identity, while also making the passive easier to manage with the new crit system. The crit counter being charged by movement would allow for more burst at the start of a fight, which is why this item is usually bought (also helps with waveclear and the lightning increases DPS). As this item would be proceed more frequently, the magic damage is nerfed in compensation.

I don't think Phantom Dancer, Infinity Edge, Youmuu's Ghostblade, or Trinity Force would need to be changed.

Edit:

After more thoughts on Tryndamere, I believe his base crit damage would have to be changed to 155%/170%/185%/200%, upgrading with each point of his ultimate that he has. The nerf could be compensated by other buffs, but would be necessary as he could absolutely dominate in lane if he could time his crits while trading.

I also removed the changes I had in mind for Infinity Edge.

10 Comments

Jbels1 votes

There are other champions in this game that survive on Crit though that ren't Marksmen. What would happen to Yasuo and (Uhhggg) Tryndamere?

Gnart Even Close1 votes

These changes would not affect DPS, but would remove the RNG element of crits. Tryndamere would actually be much stronger, as he could time his crits to trade ridiculously well. I just edited the post to mention Tryndamere. Yasuo would probably have a stronger spike once he completed his Statikk Shiv as he would be able to prepare crits for roaming and trading.

StealWolverine1 votes

You are actually wrong there. Good trynds already know when they will crit most of the time. Counting crits is one of the differences between good Tryndameres and bad ones. Proposal is a huge nerf (25% crit dmg reduction til level 6) and just forced him to be a splitpusher even more.

Gnart Even Close1 votes

There is currently no way to count crits, although you can guess based on how much you have crit recently and your current crit chance. Being able to guarantee when you will crit is a HUGE advantage, especially in lane. This would not affect his late game DPS, if you are concerned about that, which is when he shines the most anyway. Tryndamere is a very unhealthy champion anyway, so it wouldn't be the end of the world if he got nerfed (just like Poppy, Yorick, and Kayle with their extremely unhealthy ultimates). But these changes would still allow good Tryndameres to get a lead and snowball out of control.

The Queen Viper1 votes

Critical Strikes = RNG = Luck = just like Hearthstone.

Gnart Even Close1 votes

RNG is unhealthy for competitive games, especially ones that take a long time like League of Legends. Having to deal with the consequences of a single crit in lane for the next 20-30 minutes is ridiculous. It also somewhat eliminates the degree of skill required, as skill can be made useless in fights.

Ixoziel1 votes

The crit in this game is FAR less rng than DotA. PA has 15% chance to do 4.5x damage. CK only has 10% crit to chance. Here an adc typically gets 40-55% crit, for 2.5x damage.

I don't see assassins building IE. Ever. Which assassins are you talking about, exactly? Because I certainly don't see it on Talon, Zed, Fiora, or Riven. They always build AD heavy items, and do just as much burst damage if not more than the squishy carries.

Gnart Even Close1 votes

Assassins that already have lifesteal from items like BoRK or Ravenous Hydra often build Infinity Edge instead of, or in conjuction with, Bloodthirster because of the raw damage it gives. I specifically had Rengar and Zed in mind, if you were wondering.

Ixoziel1 votes

{quoted}

Assassins that already have lifesteal from items like BoRK or Ravenous Hydra often build Infinity Edge instead of, or in conjuction with, Bloodthirster because of the raw damage it gives. I specifically had Rengar and Zed in mind, if you were wondering.

I have never seen Zed build IE, because he has bigger priorities like BOTRK (he doesn't get it for the lifesteal, he gets it for the combo with his ult), bruta, and last whisper. MAYBE Rengar gets it one out of 15-20 games if he's full build. It's not exactly an issue.

Gnart Even Close1 votes

With the changes I propose, it could be quite overwhelming. I could probably remove the new passive from Infiinity Edge, as no assassin besides Yasuo would build Statikk Shiv (and Yasuo isn't exactly an assassin), but it would not affect ADC's.

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