A Way OUT

Semaar·10/15/2014, 9:58:35 PM·2 votes·1,133 views

So all these issues about how Riot has been avoiding the nerfs on Marksmans and the butchery of all other champs... yeah I think I can solve this.

A while ago I posted on how the League Crit Damage values need a serious rework. From what I said then though still true mind you, it goes a lot deeper than that.

Some jerk that obviously never plays with crits told me that League here runs a RNG (Random Number Generator) for the crit values. Sure while I'm not going to discount that fact how can you call the crits we now do RANDOM

I mean for example let's just say we have a Twitch maxed out 100% crit chance has the Infinity Edge for that damage boost and let's say he also has a full crit damage rune page. (which i'm sure no one has anymore since crits are horrible now) W.e the equation is for damage values maybe gives a crit build just slightly more damage than a full fledged damage build however a crit build is now worthless in the long run unless your playing those FEW champions that can use it. Now this Twitch attacks let's say Leona. He crits for 450 damage... HEY GUYS let's make a bet. How much do you wanna bet that as long as Leona and twitch don't gain any random buff that changes their defense or attack, that Twitch will hit for that EXACT SAME 450. Over and over again. Not mentioning his name but that guy that said that crits are broken as hell because they use a RNG, clearly doesn't use crits. Can anyone tell me what is random about that same number that keeps hitting Leona, hmm??

Now I mentioned I could solve the issues. It's quite simple and it would make it easier on riot. If your guys at riot had another form of damage you can actually use to determine buffs or nerfs on champions. Aside from maybe throwing in new items that increase duration and or damage of dot effects. Rework the crit system so that instead of a set in stone damage value there is a high value and a low value. Where the low is the absolute minimum the equation itself will give you and the high value is somewhere between 50 - 200 extra points of damage. I mean come on its a crit. People used to play all sorts of champions anywhere they wanted, now it's super constrictive. The only leniency really given is bot lane where you can run different combos of champs instead of a set Meta of absolute boredom. Correct me if I'm wrong riot, was this game meant to be played as a game?? As such in fun?? All you try hards that take issue with this comment go play your normal then go into ranked if you want to make a game a business and be super serious to etch that frown in your faces to stone when you have a bad game.

For example. 100 damage normal. Normal crit takes it to 200. I E takes it to 250.

That 250 is the absolute minimum. This is the LOW end of the crit spectrum I was talking about. The HIGH end now is 300 and higher. Up to a cap of 500.

The point in reworking the crit system not only does it give more options for riot to test from it also makes the game more fun when your damage values are derived from chance as well as your natural gaming style and item build. With an actual RNG crits can possibly turn games from Misery to Ease. Also statistically speaking a FAVORED team to win has more of a chance to lose when chance is involved. This makes gameplay more savoring and gives the sense of worth like that feeling you get when Nidalee throws that spear and at the furthest possible distance you hear that squelching sound of impact. Satisfying to the ear. Unless your the receiver, which all I can say is should've used flash. ;P

All in all just by changing the crit system values marksmans can be reworked heck all champions can get reworked. People can play what champions they want, where they want. It will add more variety to the game not only in champion selection but in gameplay and how each champion is played. I can go on but I think I made my point.
Oh and before any starts harping about Yasuo if they do change up the Crit system I'll tell you all now. It's clear to me and hopefully a lot of others that Yasuo's base crit damage value is obviously higher than lets say tryndamere. So that shows that the value can be worked on. If they make the change to the crit system all they have to do is drop Yasuo's natural crit damage and slightly buff his other skills so he can still remain in lanes. He only really has one skill and a gap closer anyways so I don't really see what anyone can argue about in terms of damage. So that's that.

PS yall do that poll thingy at the bottom here. Just don't go to some street corner and do the pole thingy. That would just be awkward.

You guys don't want to be neigh sayers right?... ;P

16 Comments

wolfax10/15/2014, 10:06:32 PM2 votes

This is even worse than normal crit because it's entirely random.

Crits now are pseudorandom, meaning basically the game adds or subrtracts from the chance to crit as you crit or don't. This smooths out crit into a system that really does crit 30% of the time if you have 30% crit.

Lord Dusteon10/15/2014, 10:08:23 PM2 votes

...Why would anyone build 100% crit chance? Marksmen work because they scale off of AD, Crit Chance, Attack Speed, and Armor Penetration. A build heavy in Crit Chance (since you said he has all crit damage runes, that means someone needs an IE (25%), 2 phantom Dancer's, and Ghostblade to get to that. This means the adc in question has 110 AD, 100% AS, 100% crit chance, and 20 armor penetration. While this looks nice, this champion now has 4 full crit items, zero lifesteal, lowish AD, and no armor penetration. Assuming this champion got boots so they didn't die instantly, that leaves ONE item slot for lifesteal or armor penetration, which makes this adc either bad vs anyone with armor or with no healing, and no method of survivability.

Semaar10/15/2014, 10:58:53 PM1 votes

Anywho an easy explanation I think League here has put a kink in the crits. Normal crit is 100% additional damage if were are going by set amounts. Throw in Infinity edge that's 150%. Throw in that what 46% from runes. 196% additional damage. I feel as though League has forgot about the 100% base crit damage boost and has been using that 96% boost and only that 96%. Drastically putting a huge CRIMP in the damage done.

DarthSpectrum10/16/2014, 5:09:26 AM1 votes

To clarify, you want to add an additional component to crit where it allows for a random amount of additional damage to be applied? In theory it could work, as many other Massive Online Multi-players have a similar concept; they call it Surge: the multiplier of crit damage.

However, it won't work on LoL. You mentioned earlier in your proposal that a guy, who was not named, was wrong about the crit system. He was, but so are you. League doesn't use a pure RNG system, it is a PRNG system. Essentially, the game GUARANTIES that a champion with 25% crit chance will crit once every 4 times, and no more than once every 4 times. The only random part about it is which 4 of the strikes will crit.

There was never any "chance" element involved, and therefore, a favored team should not lose to a inferior team just because some guy scored a lucky crit. It doesn't really impact the scales of balance in a team fight.

Your idea of augmenting a randomness factor into League probably won't work. However, surge is still a good concept. If Riot is looking for extra stats to add, this is it.

Semaar10/16/2014, 2:46:44 PM1 votes

Meh I give up everyone's putting more emphasis on crit chance and I'm ONLY talking about the crit damage aspect. TWO very different subjects here. Sure they go hand in hand but my point being even if you have 1% crit chance you're still gonna crit eventually that said completely remove CRIT "CHANCE" from your minds and think only on the crit damage portion. A high and low spectrum. Low being what League is doing now for crits which isnt much unless you have the rune page top back it up. To a high which is above this current minimum of at least 50 - 200.

For example.
100 damage normal. Normal crit takes it to 200. I E takes it to 250.

That 250 is the absolute minimum. This is the LOW end of the crit spectrum I was talking about. The HIGH end now is 300 and higher. Up to a cap of 500.

Do the math. Those of you that state that it's worse for champions. I think not good sir's.
This would give crits back to the champs that are no longer viable with crits just because they weren't ever meant to, the games meant to be fun. Fairly certain breaking the textbook Meta is FAR more fun and more satisfying than winning a normal textbook match repeatedly. Also removes the butchering of most champs because it is the players option to run with crits.
And if you think about it an attack speed and crits build out damages a pure damage build only on the basis of being able to hit more often and assuming that most hits are critical strikes. Even if a pure damage build has like what 350 damage a crit and attack speed build with 200 still does more damage. Basically it would be nice if the Critical Strike System got reworked so more than just Vayne, tryndamere, Yasuo, Ashe and Gangplank. I'm sure there are a few more but still that's pretty much all you see in games.