Crit Overhaul

DeusVult··1 votes·1,556 views

Currently Crit is a RNG (but not RNG) mechanic that allows for multiplicative scaling for AD auto attackers, but its current form leads to unsatisfactory moments by the player on the receiving end of a crit and allows for those who stack crit chance and crit damage to turn DPS into BPS (burst per second)

Lets take a look at the current way crit is implemented. It is RNG, but not true RNG. If you have 30% crit chance and you auto attack, you have a 30% chance to deal 200% of your AD (250% with IE) If you do not critically strike, your chance to crit (not crit chance stat) will raise to 60%. If that attack crits your chance to crit will reset to 30%, but if it doesn't it will go up to 90%, and so on until you crit. So its not true RNG.

How does this effect gameplay? If a player is using crit, then landing an early crit in lane can win the lane for most people, and if you get a double crit the lane is over 90% of the time. Huge moment for the player using crit right? Maybe for Tryndamere players, but the average champ has no access to standard crit chance before the first back, and if you do opt into early crit chance and a crit on a minion rather than your opponent your whole strategy has been a let down. Yes certain champs have crit mechanics that give them a guaranteed crit (Jhin Fiora Talon Shaco ) but that isnt the same, as it is guaranteed and absolutely no RNG is involved at all. So either the player makes an early choice and gets nothing for it, or they get lucky and win the lane.

Later in the game, once players have stacked crit chance, the situation changes. Players will now either crit every attack or every other attack, and if you stack crit you get IE, they do a ton of damage. At 50% crit chance RNG is thrown out the window: You know that you will crit at a minimum of every other auto for 250% of your attack damage. This is where DPS turns into BPS as their attacks will usually be about 600-800 damage an auto, possibly higher because of buffs and completing more items. The crit user doesn't have a high moment from this: their damage is guaranteed. The player who is getting attacked doesnt have a high moment either, as getting a regular non-crit auto into the mix doesnt feel good either.

So change the way crit works.

@Bloodwing made a post about how the increased crit damage from IE should be gaited behind auto attacks: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/2c6lLiF6-infinity-edge-rework

All of crit should work in a manner similar to this: Instead of crit chance giving you a % chance to deal 200% of your AD on an auto, auto attacks should apply localized stacks on crit on a target, which increase the auto attackers damage to that target.

Crit stacks are applied via auto attacks and stack 1-5 times. Crit stacks apply 20% of the auto-attackers crit chance to the auto attack in increased damage. Crit damage is capped at the champs current crit chance + modifiers (IE, Yasou passive, etc) Crit stacks are localized on the target, last 5 seconds after which time they fall off at a rate of 1 per 1 second, and are refreshed by auto attacks.

Example: Tristana has 100AD 20% crit chance and 1.00 crit damage (no IE) Tristana auto attacks Alistar once, apply one crit stack (4% increased damage due to "crit" [4% is 20% of her current crit]) That means that her first attack deals 104 damage before armor (100+4) Her next attack will add another stack and deal 108 (100+4+4) damage before armor. On her 5th attack she will reach her current crit cap and deal 120% of her AD per auto.

More crit chance would increase the crit cap. It would also increase the % increase added per attack. So if she had item 3087 item 3094 item 3031 for 80% crit chance, each crit stack would add 16% increased damage, and her crit cap would be 180% of her AD, but since she has IE each 16% stack would be calculated at 24% (16*1.5=24) So her actual crit cap would be 220% of her AD (100%+120%)

This change would make crit users happier in the early game, as they can get actual use out of it without RNG, and it also increases the gameplay options for the player on the receiving end of a crit, as they would no longer get double crit whacked by a level 2 Tryndamere cheese in the middle of the wave.

Late game crit users would have to stack autos in order to access their higher DPS, instead of twitch popping out of nowhere and crit blasting your whole team, or an ADC killing an assassin before the assassin can get off their delayed burst combo.

TLDR - Crit needs to be overhauled, would be normalized around the champs current crit chance % and not a flat 200% of AD, in order to reach their crit cap champs would need to stack autos against that target.

EDIT: I forgot to say that melee champs would only require 3 stacks to hit their crit cap, so each stack would apply 33% of their current crit chance as bonus damage.

5 Comments

VICKLIUS1 votes

yeah if crit not rng(random number generated), it need be adjusted because other wise it a wildcard on "o which of these 5 aa (20%)will crit" it guaranteed, not chance, this could be both a nerf or buff because it would be pure chance, otherwise their should be an identifier when u will crit on next aa,

there is also crit dmg to consider, maybe instead of 2x dmg it 1.5x dmg, an crit chance above 100 becomes dmg, or only happens from I.E.(which woulod make it feel like more of an I.E.)

DeusVult1 votes

but it isnt true RNG, as you are not guaranteed to crit on the 5th attack if you have 20%, you just will have an increased chance to if you do not crit. So if you have 20% chance and you go two autos without crit, then by stepping forward to try an auto poke, you have a 60% chance to crit. But you might not on that auto and the other champ backs off. Now you have technically 80% on your next attack, but chances are you are going to spend it on a minion because they backed off.

Crit is this wierd off-puting stat that needs to be in the game because crit damage allows ADCs to function late game, but its implentation is lackluster at best and doesnt give either side a good feeling when it does work. Its not like hitting a big skillshot if you land back to back crits with 20% crit chance, but because of it you just won the lane.

Scary Door1 votes

You act as though ADCs would stay alive long enough to do that in that scenario. Also, what about champions like Yasuo, Trynd and Jhin? Each would be hurt substantially in their own way by this.

You may not like crit, but you can't simply just eliminate or "overhaul" it without tuning damage of other classes down substantially and making other key infrastructure changes to the game. If you do precisely as proposed by the OP, ADCs will become not only irrelevant, but completely obsolete. I get that most of the gameplay Boards section is fine with that (since 70% of the League community is Bronze or Silver), but as I have tried to do in other posts that suggest these types of ideas, I would note that this would have quite a few unintended consequences to the rest of the game.

Ahh the Gameplay section never ceases to amaze me.

Shahamut1 votes

While I mostly agree with you, I do not believe the suggested overhaul would be as catastrophic as you describe.

Yes, it would require some number changes, perhaps on quite a few champions, IF your goal was to keep their overall performance the same as it is now, which of course is part of the counter argument, ADC's dealing burst per second.

It would certainly shake things up in bot lane, something I know RIOT wants to do, but it certainly wouldn't eliminate the ranged adc from bot lane. If for no OTHER reason, there are still on hit builds that work fine, so a crit build that had to wind up for a second or 2 wouldn't eliminate the role.

The worst case scenario I see is it revealing how bad damage creep has gotten, because burst would become the standard for EVERY late game comp. Anti-burst champions would dominate, but not because the dps classes are suffering, but because of how strong sustain and tanks base damages are.

I for one, as well as critical strikes, don't like the fact that grievous wounds is a thing. We have it in the game because we can't seem to balance sustain. Randuins and ninja tabi and thornmail all exist because (in my opinion) we cant find a balanced way to present critical strike AA's.

Imagine for a second that every champion in the game gets no items, and people have AP growth as a stat. Who are going to be the scariest champions? The kits that provide free on-hit damage, free critical strikes or have some kind of massive sustain element.

Items are a big reason for why we have massive power creep in the game. Tank items are too strong? Add armor pen. Too much sustain? Grievous wounds. Too much health? we add % max hp to EVERYTHING XD (but seriously, liandry's torment, ruined king, etc).

I think the item system is great and makes for being able to play champions in different ways, which adds depth and intrigue to the game as a whole. But RIOT has a hard job trying to balance both items and champions with and against eachother.

... ... Ok, so I went way beyond the scope of my initial response XD

TLDR- I agree that a change like the one suggested would shake things up quite a bit, but not to the degree you seem to think. I think the problems with CRIT and balance in general goes way beyond just critical strikes (I do think they are problematic). I think RIOT has set their goals very high and are struggling to juggle the balance game that is champions/items/gameplay mechanics.

DeusVult1 votes

Yasuo would probably get some way to stack crit faster (melee champs only require 3 stacks to hit cap) such as his Q applying stacks in addition to his autos, so E-aa-Q-aa and you would have deal max crit damage. Not game breaking to him.

Tryn is a gameplay disaster that epitomizes feast/famine. He is either strong enough to kill you under tower or he is useless, and since he never groups because his teamfight is trash he has no other niche. Most of his game play atm is level 2 cheese with 35% crit chance from passive getting a double crit and then finishing them with ignite. I don't see how forcing him to attack you more in order to deal damage besides getting "lucky" is a bad thing.

Jhin and others with innate 100% crit mechanics would retain them. So for Jhins passive all you would need to do is make it so that Jhins 4th attack deals 200%AD+crit modifiers + missing health.

ADCs are meant to be a DPS class, as in they deal good damage over the course of a fight. By staying safe and landing as many attacks as they safely can. Not killing the slightly out of position Soraka because they triple crit with 80% crit chance + IE for 2000+ unavoidable damage from 550-669 range. Because currently ADCs dip heavily into mages and assassins burst niche, while also retaining their DPS niche.

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