So whats the actual point of crit?
What purpose does it serve in the health of the game?
What purpose does it serve in the health of the game?
It's an auto-attack damage multiplier.
A scaling stat intended towards champions who's main damage source is sustained auto-attacks (ADCs). As opposed to champions who only auto-attack once or twice per trade (i.e.: Talon).
[{quoted}](name=Devi Freak Mint,realm=NA,application-id=3ErqAdtq,discussion-id=AhG4Tb1a,comment-id=0001,timestamp=2015-01-31T06:22:51.689+0000)
It's an auto-attack damage multiplier.
A scaling stats intended towards champions who's main damage source is sustained auto-attacks (ADCs). As opposed to champions who only auto-attack once or twice per trade (i.e.: Talon).
Why do those champions need to augment their damage by 250% though? Shouldnt the fact that they excel at taking objectives from a safe distance be enough to solidify their role?
300AD is still quite a lot; and with armor pen, theres no need to have crit to begin with aside from making ranged auto attack champions a jack of all trades.
[{quoted}](name=The AFK Farmer,realm=NA,application-id=3ErqAdtq,discussion-id=AhG4Tb1a,comment-id=000000000000,timestamp=2015-01-31T06:28:25.364+0000)
It makes marksman possible. If it weren't for crits, high AD scaling, burst melees
would have no counter.
Yes they would. any other burst champ; an APC for example. Marksmans already have the extremely important niche of taking towers; something that can only be done effectively with high amounts of AD and ASP. two stats that synergize with ranged AAs very, very well.
Crit doesnt actually have a reason to exist... all it does is make ranged AD auto attacking champions (RADCs) have burst on par with the mid lane APC. It lets the ADC play the lone wolf and still win, without needing a team.
The only way to augment your damage output by 250% is to have 100% Crit Chance with IE; while that isn't something exclusive to Yasuo, I don't see any other champion building that much because DPS multiplies higher when you increase all of your DPS factors.
That said, Crit's function is only necessary because there needs to be some way for Marksmen to be relevant late-game. Crit's mechanics are currently not healthy for balance, and thanks to tanks not getting enough love ever since S2, damage output has become insanely powerful even without Crit.
There are a couple things in offense that could be changed to help, but I honestly think the problem lies more in the consistent weakening of tanks & tank itemization.
The only way to augment your damage output by 250% is to have 100% Crit Chance with IE; while that isn't something exclusive to Yasuo, I don't see any other champion building that much because DPS multiplies higher when you increase all of your DPS factors.
That said, Crit's function is only necessary because there needs to be some way for Marksmen to be relevant late-game. Crit's mechanics are currently not healthy for balance, and thanks to tanks not getting enough love ever since S2, damage output has become insanely powerful even without Crit.
There are a couple things in offense that could be changed to help, but I honestly think the problem lies more in the consistent weakening of tanks & tank itemization.
But marksman are sitll relevant late game. they can take towers extremely fast in the late game; something that doesnt even take crits. most builds have 400+AD as well. thats 400 damage every second (or every 0.75 seconds - even less if they have more than 1.25ASP) is already a very, very, very high amount of sustained damage - from 500+ range as well. the only thing they dont have without crit is that they'd need teamwork because they wouldnt be able to simply overpower enemies.
"They can take towers fast in the late game" Anyone with easy wave clearing can do that. Did you know that damage dealt to structures is determined by the greater value between 100% of your bonus AD and 40% of your total AP? That kind of makes a difference for mages, since they tend to have wave clear and over 500 AP.
"Most builds have 400+ AD as well." Base AD is around 100, give or take 10 points. That would mean the marksman is building about 300 AD from items. The highest bonus AD you get from items is 80; all of the items with AS have from 0-30 AD on them, so you'd be devoting at least four item slots to nothing but AD. If you're planning on using Last Whisper or Black Cleaver, you pretty much have to give up on AS outside of Berserker's Greaves if you still want to hit 400+ AD.
Also, nitpick; 1.25 AS is one attack every 0.8 seconds, 1.333 AS is every 0.75 seconds, 1.5 AS is 0.66 seconds...every fractional increase (0.8 = 4/5, 0.75 = 3/4, 0.66 = 2/3) requires a larger investment of AS. At the AS cap, you're attacking every 0.4 seconds, and bought in the range of 200-400 bonus AS to attack that fast. There was no point to this paragraph other than clarity of math and mechanics.
"Very high amount of sustained damage from 500+ range." Okay, two important details; first of all, even with Last Whisper, Armor is going to reduce that damage output pretty harshly. 33 Armor reduces that DPS by 1/4, and the only way to guarantee your target won't have that much is to be Jarvan, Darius or Wukong with Last Whisper and Black Cleaver. Aside from them, any Marksman could pick up Black Cleaver, Last Whisper, Youmuu's Ghostblade and Brutalizer--just to maximize Armor Pen and completely shoot the idea of hitting 400 AD in the foot--and still not have a target below 33 Armor if everyone on that team completes one Armor item.
Second, 550 range isn't that much. Between longer-range mages and high-mobility assassins, they're not going to stay at a safe range for any amount of time worth mentioning. Bruisers, tanks, hell, there are supports who don't really worry about that range gap because they've got longer-range abilities. I'm not saying range is worthless, but it doesn't provide the kind of benefits you're expecting.
Again, the mechanics of Crit are unhealthy, but the purpose is real and necessary. Do I think it should be changed? Yes, and I've been brainstorming with friends about ways that it could be better. Unfortunately, I'm not a Riot employee, and I don't tend to tell game companies what to do with their game.
It serves to make ADCs happy.
It serves to make ADCs happy.
But... thats not a point. Whats the role of crit? what does it DO for the game?
It makes marksman possible. If it weren't for crits, high AD scaling, burst melees
would have no counter.
Additional late-game multiplicative item-based scaling for dedicated AA-based sustained-damage dealers
I'm getting tired of tank/bruiser mains.
What the hell do they want? They keep saying ADCs are unbalanced, but yet they complain about not being able to withstand heavy focused fire for the entire fight - something that is entirely unrealistic. It seems what they really want is the raid boss style gameplay of S3 and early S4 where you were the bruiser who simply walked into the middle of the team and killed whatever squishy you saw fit because you had 2 offensive and 4 defensive items and DAMMIT you earned the right to 1v5 the enemy team. And ACTUALLY 1v5 them, not just get a pentakill because they did a lot of damage while their team kept them safe or CCed the enemy team or did other teamwork things. Aka, how most ADCs/mages get their pentas (and even most assassins, those katarina pentas are largely because her team initiated first and took all the CC while she cleaned up)
ADCs when they are strong are the primary impediment to this raid boss style of gameplay because they can do lots of sustained damage that ignores a good portion of armor when their team protects them, which means that eventually they'll be worn down. This makes tank mains salty because how dare this puny little Tristana or Vayne kill them while they're diving through the ADC's team to burst them down.
Tank itemization is problematic largely because of early game because unlike ADCs they don't get a lane to farm except jungle, and pure tanks have to deal with enemy bruisers invading them and outfighting them. Tank itemization is still really strong at full build, just not strong enough to tank the entire enemy team for the duration of the teamfight - as it shouldn't be.