Is there any benefit for having "Crit" as a mechanic that improves the game?
Because to me it looks more like one of those relics ongoing games tend to pile up as they age and become better in quality. Remember: at the beginning of LoL Riot was a newly established company of enthusiastic dota fans, not exactly expert game designers. A lot of those "relics" have been removed already, the most prominent example being the "dodge" mechanic. I doubt that if LoL was made by the team today that crit was even considered to be part of the game.
And why am I bringing this up now? Because this system seems to do more harm than good to this game. First and before all: it is the root to all damage-creep. If Marksmen wouldn't have such unholy dps with it, then assassins wouldn't need to insta-plöpp their targets. But because assassins are now so powerfull, mages need more damage as well to be even remotely viable... in the end it's pretty much an endless circle that ends with the ADC being on top of all and we get 3-4 per game at times.
But there is also a second point that bothers me: crit as a system EFFECTIVELY RUINS THE INDIVIDUAL CHAMPION DESIGN. Crit can only work to 100% or to 0%. If it was zero we would have to remove it as no one would buy the items. Right now it's always more effective to just keep right-clicking than to actually work around the unique abilities of each champion. Some modern designs like
try to make that at leats a bit more unique, but in the pool of marksmen he's more or less an exeption.
At the same time crit being viable effectively would doom all attempts to making the AD itemisation more diverse. Personally I'd love some active items for marksmen and other ad champs, maybe even an own hextech-group of active items. Or some unique passives for example, like the few we have seen in Black Market Brawlers some eons ago. However, as long as the crit build is the best chance, there is just no space in the items builds for it. And if there was only one, it would be the item that would be only built last and would effectivly barely have an impact on the game.
And of course the random nature of crit that makes it so goddamn annoying. Everyone who once had to lane against a Tryndramere knows how much it can suck, when your lane is pretty much decided by the RNG. Luckily I've not seen many Tryns in top recently, but in previous seasons that dude was quite the nightmare to deal with...
The only real argument for crit has always been "yeah if they would only stack AD they'd wreck towers too hard". However, this could be easily fixed by giving towers more buffs against ranged attacks to cancel that out. Just for that this system causes waaaaaay too many issues.
Another weird argument was "a bit RNG spices things up". That statement in itself might be true, but there are different types of RNG. I do not mind random drake buffs or jungle plants that require some adaptation and planning, however, I do mind when my enemy can turn a game of skill into a game of luck - and I hate it even more that I as a marksman have to join into that gamble because it is the only possible way to compete.
So Tl, dr: The "crit" system is:
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the root of all damage creep (that alone would make it very problematic)
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ruining champion design
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ruining the potential for item design
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the bad type of RNG and leads to more frustration than to "unique matches" as dragons/the new jungle plants do
So can we please, please get rid of it and instead have a diverse and actually intersting AD itemization? Thanks.
in it I guess.
Deceive makes sense, since he goes invisible, sneaks up behind you, and then - surprise! Crit Chance for Ashe isn't actually chance at all, and it's a really neat take on the Crit Chance stat, given what it actually does mechanically. You also mention Jhin who's doesn't scale with Crit Chance like normal champs. And Trynda who gets a % of Crit Chance naturally (based on his rage!) is cool thematically. I can even dig Yasuo's relationship with Crit Chance, even though I hate him. ^-^