Can someone please explain crits
Like for example why does it not work or belong in the MOBA genre, specifically LoL.
Like for example why does it not work or belong in the MOBA genre, specifically LoL.
I think Critical Hits as a concept belongs in LoL definitely, but the current execution as it is now in League of Legends does not work.
What I mean is that Critical Hits give the extra multiplier that most Carries need to...well, carry. Most tanks for example have 2 multipliers - Health and Resistance. What this means, if we eventually want offense to out scale defense (and we do. Games need to have finite time goals and limits), the anti tanks need at least 3 multipliers to fight them off. Of the AD Carries, ignoring Armor Penetration because that is its own discussion in and of itself, you have AD, Attack Speed, and Critical Strike Chance. Necessarily speaking, 3 multipliers to out scale a Tank's 2.
The problem is that our current iteration of Critical Strike Chance is that it's Critical Strike Chance. Chance, probability, luck, elements outside of the player's active control. This is bad, in my opinion. This leads to level 1 Tryndamere Cheeses, 1000 damage auto attacks only 25 or 30 minutes into the game, and swaying the tides of entire fights based entirely on who lucks out and critical strikes the most, or so much as first for squishy targets. Having such a powerful element of chance in a skill based game undermines the skill and the sportsmanship of the game.
Okay I think I get it thank you for explaining it to me.