Crits is in a desperate need of a rework and here's why.

Tusutaki··14 votes·2,543 views

This is from a thread that is over a year old but it still holds extremely valuable information in regarding as why the current state of crits is in need of a rework along with great suggestions. I merely just want to spread this around and raise awareness and encourage discussion. Here is the original thread in case anyone wants to read it.

http://boards.na.leagueoflegends.com/en/c/live-gameplay/hbEj1jWi-can-we-finally-phase-crits-rngesus-out-of-the-game

{quoted}

#tl;dr w/ summary of this thread's discussion + ideas further below

#Updates

kind of Red Response - links won't work for some reason. Use Ctrl + F to search for "Phreak".

Dignitas ImaQTPie Responds!

He basically attacks 2/3 of the proposed methods in the OP. Would love to hear discussion on this!

Get your paper and pencil out and be ready to learn. Morello is here! :D

#End Updates

                 Why Critical Hits Aren't Necessary in LoL


Date: June 2014

Since Riot is preparing another large item overhaul, I think it's an appropriate time to talk about Critical Hits, the last major RNG element in the game. Critical Hits are an iconic element of traditional RPGs, but you know what else traditional RPGs have? Dodge, random battles, random loot—all things that aren't present in LoL. Why? It's because LoL isn't an RPG. It's a MoBA, and as such there is no requirement for it to be beholden to archaic RPG elements. The new motto is interactive gameplay. Randomly winning or losing trades/duels due to critical hits is the opposite of that.

On top of this, crit occupies a weird spot where almost no one can use it but autoattack champions, limiting a crit item's appeal to a relatively small range of champions. And for the autoattackers, items like Atma's Impaler and Executioner's Calling end up being redundant and difficult to balance because PD/SS/IE already provide the most desirable sources of crit in a well-balanced 6-item build. Like the old dodge, crit simply doesn't have a lot of design space to maneuver in; we've tried for years to go beyond just PD/SS/IE and failed.

Crit is also difficult to quantify because it's inconsistent. Even Trinity Force's 10% Crit doesn't feel noticeable. While the crit is most definitely doing work, people really buy it for other reasons. It's hard for players to interpret an inconsistent stat and readily establish expectations for its performance. Crit isn't like AD or AS, which are intuitive and flexible enough to mix and match with interesting items. Crit is a cumbersome stat with nebulous and problematic (see Xypherous's quote coming up) gameplay.

For perspective from a respectable authority on the ins and outs of League gameplay, here are CLG Doublelift's tweets on RNG, which in part corroborate what I have felt for a long time:

tweet1 tweet2 tweet3 tweet4

Let's examine Xypherous's recent quote on pRNG (pseudo RNG) referencing 10% crit chance:

Basically: The pRNG system in place doesn't cope well with low crit chances.

Now, 8 out of the 12 crit items offer lower than 20% crit chance, and arguably the cut off could go as high as PD. Thus, addressing crit is relevant for the health of at least 8 of our items and any future items like them, and it affects all areas of the game, not just bot lane (think: runes, bruiser Trinity Force builds, or any builds with Zeal derivatives, etc.)

So, we have two options: We can phase out crit entirely, or we can at least change the items with low crit chance. I'll try for the former, because as already covered above at length, RNG is shit from a competitive perspective, and it's invisible gameplay to casual players.

##    The Items   item 3031 item 3046 item 3087 item 3078 item 3142 item 3005 item 3123 item 3131

  • Infinity Edge
  • ** Phantom Dancer**
  • ** Statikk Shiv**
  • Trinity Force
  • Youmuu's Ghostblade
  • Atma's Impaler
  • Executioner's Calling
  • Sword of the Divine

There are 4 major items here with serious gameplay ramifications: IE, PD/Shiv, and Trinity Force. The changes will seem weird at first, but ultimately they are passive statistical bonuses just like crit and with time players will get used to them. Other solutions exist that are valid! Mine are just an out of the ordinary suggestion to provoke creative discussion.

The rest of the items are used too seldom to matter. If you don't like my ideas for these disposable items, that's ok because you could potentially make any change you want to them without affecting the state of the game. This is an opportunity to remove toxic elements in these minor items that will make them better design investments in the future.

Note: Since writing this, Ghostblade has become more popular on some champions. While the item itself may arguably no longer be relegated to "minor" status, it still falls into the problematic regime of low crit chance mentioned by Xypherous above, so alternative options to its crit stat are worth exploring.

Here are my ideas:

##                             Major Items

###item 3031 Infinity Edge item 3031

  • 25% crit chance / 50% bonus Crit Damage

  • Unique Passive: Unlimited Power - Increases Auto Attack damage by 35%

Currently, the critical hit portion of IE increases autoattack DPS by an average of 37.5%. This means the damage is virtually unchanged.

The DPS difference in building PD + IE is less than 1%.

###item 3046 Phantom Dancer item 3046

  • 30% crit chance

  • Unique Passive: Dual Wield - Every 3 attacks, a fourth strike is delivered. Counter may or may not reset after 4 seconds of inactivity.

This passive is a 33% increase in damage; live bonus from PD's crit is 30%. It's not perfect, but it's workable.

Double PD / PD + Shiv builds require minor changes discussed in my reply to Critkeeper (link at bottom).

###item 3087 Statikk Shiv item 3087

  • 20% crit chance

  • Unique Passive: Dual Wield - Every 3 attacks, a fourth strike is delivered at 60% AD. Counter may or may not reset after 4 seconds of inactivity.

This passive is exactly equal to Shiv's current crit dps bonus.

Again there are minor options needed for stacking PD/Shiv builds (see link at bottom). This doesn't pose an issue; solutions come out very close to live values.

###item 3078 Trinity Force item 3078

  • 10% crit chance

  • Buff Spellsword damage

OR

  • Increase AD/AS to 40/40%

If you require symmetry, you could also increase the AP. The numbers can be fine-tuned to be roughly equal to the difference with 10% critical chance.

##                             Minor Items

###item 3142 Youmuu's Ghostblade

  • 15% crit chance

  • Increase Armor Pen. Alternative: AD or CDR or combination

Ghostblade is a semi-minor item that has recently risen in popularity. It's useful for its early game spike in damage, valued in particular by AD Casters. But who benefits the most from it? Autoattacking, AD caster champions, to wit: Lucian and perhaps Twitch. We can do better. Moving its crit to more APen, with a combination of AD or CDR expands Ghostblade's relevance within its niche; it will remain very useful on Lucian, but will have better continuity among AD caster champions. This change arms Ghostblade with greater reliability and further cements it in its unique niche as an early AD Caster power spike that falls off as the enemy builds armor.

AD, CDR, or some combination is another route to explore.

###item 3005 Atma's Impaler

  • 15% crit chance

  • Builds from Pickaxe. Add 25 flat damage to it. Adjust price accordingly.

This item is only good on Garen, who also happens to have AD ratios almost as high as Talon, so he would have no problem with this change.

###item 3123Executioner's Calling

  • 20% crit chance

Replace with 15% lifesteal for niche as lane trading item, or replace with AS to provide better late game scaling as a dedicated AD + AS item. You could honestly do whatever you want with it atm because no one builds this anyways.

###item 3131Sword of the Divine

Leave it as it is. 100% crit chance is not random and now it's also unique.

###Brawler's Glove/Cloak of Shadows/Avarice Blade/Zeal

item 1051 removed

item 1018 removed

item 3093 Now grants 10% AS instead of 10% crit.

item 3086 Builds from two daggers. AS% increased to 25-28%

###Runes Crit runes removed. Did anyone really like getting crit in lane when your opponent is running one crit mark with <1% chance?

###    Champions       Pantheon Shaco Ashe Tryndamere Garen Yasuo

My suggestions (not perfect! - Trynd, Garen and Yasuo need work. Feel free to help!):

  • Pantheon Unchanged because he has 100% crit - not random

  • Shaco Unchanged because he has 100% crit - not random

  • Ashe The above suggestions actually buff her passive, so it may not need a rework. Still: Rework concept - Ashe's basic attacks apply a debuff that lowers an enemy's slow resist by 10% (stacks 3 times). Alternative: Ashe's basic attacks inflict a stacking counter at a rate proportional to the number of slows active on them. At X stacks, the counter is consumed for %AD damage.

  • Tryndamere Passive grants +% bonus damage up to 35% bonus damage (exact same as now!). If it multiplies with IE, his late game scaling stays within 5% the same damage. His mid game scaling is 4.5% stronger with SS or 8.8% stronger with PD.

  • Garen IE passive applies to his AD ratios on E. (riskier suggestion: attack speed scales his number of E ticks, applying more ticks of either base damage or AD ratio)

  • Yasuo Currently discussed below in comments. It's been difficult using my changes to crit, but with a different approach it seems straightforward.

Consider this: The longer we wait, the more crit-based champions like Yasuo will be released, and the harder it will be to go back and make a change to the last RNG effect in the game.

###Final Words

These changes are ideas of what can be done, not necessarily the exact values or even solutions that should be used. If we put our heads together, we can find viable alternatives to critical strike.

We got rid of dodge, we successfully altered Phage, we fixed fear. Now let's do ourselves a solid and boot crit once and for all. Luck should not be a replacement for skill.



###               Viable alternatives from other posters / TL;DR


Two other solutions have been proposed so far that promise likely smoother transitions than my own. Rather than replace crit with new gameplay, they aim to leave the system (including champions and items) as it is but remove the RNG aspect. This section summarizes the main proposed methods.

Some other solutions have also been suggested that haven't been fully fleshed out yet, such as "earning your crits."

####Diffusing crit's damage spikes

"Passive: Weapon Efficiency: amplifies the damage of auto attacks by a percentage of total AD. This bonus damage does not affect towers."

This converts your %crit chance directly into a %Damage bonus. IE's unique passive multiplies this damage by 1.5. All dps values come out to the same as live. All items would stay as they are, only %crit chance would be renamed to weapon efficiency. Here's an example of how it could be implemented.

Advantage:

  • Very smooth transition. You can directly convert crit-based champions like Yasuo and all items so that their DPS is the same as live, and they will play similarly as well.

In lieu of big, satisfying crit numbers on the screen, the damage can be color coded for increasing amounts of damage to better communicate to the opponent how much damage is being dealt, as well as reward the player aesthetically for dealing tons of damage.

Tooltip from Sacred Salvation

Alternative suggestion that would be even easier to implement ####Enforcing crit's statistical average

Submitted by a couple of users

This implements a stacking counter which increases every auto attack proportional to %crit chance. Taking PD as an example, your counter increases every autoattack by 30. When you pass 100, it consumes 100 points and converts it into a crit. Ex:

30, 60, 90, 120 (crits on 4th strike and minus 100 stacks)

20, 50, 80, 110 (crits on 3rd strike and minus 100 stacks)

10, 50, 70, 100 (crits on 3rd strike and minus 100 stacks)

In order to prevent abusing it by timing it for enemy champions, separate counters would exist for minions and champions.

Advantage:

  • Retains the same "feel" as the current system with critical hits but eliminates the RNG factor. Possibly an even smoother transition than the other solution because the "burst" of a crit remains present.

QTPie criticized this as being too easy to prime a crit before a trade. Here's an idea that I found interesting in the thread.

####This Post's Proposal – Dual Wield

A mix of the above two: It retains the "burst" feel of crits in limited scenarios through a new, interactive mechanic. It sacrifices perfect numeric conversion for a (hopefully) good-gameplay mechanic. This method may be difficult to implement for some champions (discussion pending) and requires heavier modification of most existing crit items.

With the purchase of either a PD or Statikk Shiv, every 3rd attack deals bonus damage. The attack counter decays when not fighting, like Jax's passive.

Advantage:

  • The advantage is mostly contingent on whether the mechanic of Dual Wield is fun or not. It also proposes comprehensive removal of crit's weaknesses from the game (ie. RNG and inconsistency, but also item usability issues stemming from crit catering exclusively to autoattack champions).

####2nd Proposal (band-aid fix to current pRNG system)

  • Reduce % Crit Damage in half from 200% to 150%.
  • Double all sources of % Crit Chance
  • Any % Crit Chance that exceeds 100% is converted to % Crit damage at a rate of 0.5% Crit Damage for every 1% Crit Chance.

This takes advantage of the current PRNG system to continue determining critical hits. The higher % Crit Chance reduces the cases of low chance where PRNG doesn't function well (consider removing Brawler Gloves and crit chance runes anyways), while the lower % Crit Damage mitigates the impact of cases where PRNG fails and lucky crits occur.

Advantage

This deals very similar damage as live. Easily implemented. Maintains some RNG, as well as the burst of crits, and it is dramatically less likely to cause unfair exchanges. It's basically an improved version of now.


Answering criticism of my suggestions:

http://i.imgur.com/9QP1b4s.png

This is right after 4.10 on Gosu's stream. It highlights how even if PRNG were to be considered a fair gameplay element, the psychological effect of feeling out of control of a situation is negative and possibly demoralizing. Nowhere in here was the dealer of the crit excited about getting lucky, rather the tone of everyone was commiserating. If you think this is the kind of negativity that can come out of a regular solo queue game, the backlash in a tournament setting, for example world championships, would be enormous and worth preempting. Those high pressure games are already tough enough without hurting their confidence through some perceived luck-based event.

To be fair, the Lucian did admit to needing to adapt after.

Source: http://www.twitch.tv/ mushisgosu/b/540732867?t=06h02m30s (fix the space in the middle)

24 Comments

Zyorhist6 votes

While I disagree with the RNG of crit, I don't think it necessarily needs to be gone. I honestly think the RNG keep a natural flow keeping someone from snowballing much faster than they currently do. I would really like to see the RNG factor gone but just creating a flat % increase to damage doesn't help quite the same. The process needs to be analyzed much more indepth.

pripustas4 votes

You want to remove 20% crt rate and 250% crit, and add 35% damage for aa's? 35% damage on aa makes up for IE change. It does not make up for IE+SHIVV+PD etc etc. Also what about abilities that can crit?

Critmaster Garen4 votes

{quoted}

You want to remove 20% crt rate and 250% crit, and add 35% damage for aa's? 35% damage on aa makes up for IE change. It does not make up for IE+SHIVV+PD etc etc. Also what about abilities that can crit?

honestly, i dont think ad carries should have access to crit anyways.

there is no reason to make 1 class the strongest at taking dragon/baron/turrets, and dealing champion damage at the same time. in season 3 theyve tried to make ad carries more attack speed focused and give them their nieche as turret pushers. i think that was fine.

adc mains biotched, because they couldnt deal op damage anymore, even though it was still crazy with enough protection from supports and their team.

i feel like mages should be the class thats good at dealing damage to champions, and adc good at pushing turrets and taking objectives.

theyre putting too much power into 1 single class right now. the entire game depends on 1 member of the team, how your adc performs compared to the enemy adc. and that honestly sucks.

The Hate Boat1 votes

Why even have an ADC at that point? Just give the team a token to carry around that every time they bring the token within range of a tower, the tower takes an extra amount of damage per time.

Relegating one class to fighting structures is pretty lame.

Critmaster Garen2 votes

[{quoted}](name=The Hate Boat,realm=NA,application-id=3ErqAdtq,discussion-id=EKdtrjMY,comment-id=000300000000,timestamp=2015-07-14T18:04:56.430+0000)

Why even have an ADC at that point? Just give the team a token to carry around that every time they bring the token within range of a tower, the tower takes an extra amount of damage per time.

Relegating one class to fighting structures is pretty lame.

you know what else is lame? relegating every other class to be a support for the adc and have your chances of winning nearly entirely dependent on how your bot lane performs.

the season 3 adc still dealt decent damage to champions, even focused on attack speed. taking structurs and baron/dragon is one of the most important roles in the game. i dont see why they should also be the strongest class at fighting champions at the same time.

mages should deal the most champion damage, bruisers and assassins the best 1v1 champions, and adc should be great at pushing turrets and taking dragon/baron due to their sustained damage.

the problem is, that adc fulfill both roles right now and are decent at 1v1. i dont think that makes for a fair game. their lategame damage is hideous. people always try to tell you that adc are meant to be tank shredders. the truth is, critical strikes causes them to shred anyone they want. their lategame sustained damage comes close to the burst damage of mages. one or two crits, and they blow up a squishy.

ive literally seen a jinx rocket crit another squishy for more than 1400 damage. this is not exaggerated, it was what the statistics showed at the end of the game, and also the death recap. he blew up in 1 second just getting hit by 2 auto attacks. mages and assassins have to blow an entire ability rotation to pull something like that off, including their ult. and then theyre on a 10 second cooldown at the least. not point and right click.

The Hate Boat2 votes

Well, I think we remember S3 a bit differently, but I think your argument is actually fairly interesting if we follow it through to the logical conclusion of forcing roles to serve very focused purposes. Can we get rid of the tanks that get to do stupid amounts of damage while building tanky? Can we ever figure out how to make tanks and bruisers viable at the same time, or is one always going to be simply a better option than the other? Can we make assassins actually 1v1 champs instead of 1v1+reset champs? Can we give champs with weak early games an actual weakness? I think this last part is where Riot gets ADCs wrong - it's fine to design a class to be strongest late, but you need to make them weakest early in exchange, and that weakness just isn't there.

I also think it's unrealistic to count on mages to be the tank killers lategame, which is a point at which Riot's current implementation of tank (still a damage threat) NEEDS to be killable. Part of this is that the game lacks good AD mages, so removing crit from ADC allows tanks to just stack MR + HP and be unkillable. A game that relies on mages to deal lategame damage is going to be overrun by the Shyvanas and Mundos of the champ pool (just like S3).

Critmaster Garen2 votes

[{quoted}](name=The Hate Boat,realm=NA,application-id=3ErqAdtq,discussion-id=EKdtrjMY,comment-id=00030000000000000000,timestamp=2015-07-14T18:54:50.563+0000)

Well, I think we remember S3 a bit differently, but I think your argument is actually fairly interesting if we follow it through to the logical conclusion of forcing roles to serve very focused purposes. Can we get rid of the tanks that get to do stupid amounts of damage while building tanky? Can we ever figure out how to make tanks and bruisers viable at the same time, or is one always going to be simply a better option than the other? Can we make assassins actually 1v1 champs instead of 1v1+reset champs? Can we give champs with weak early games an actual weakness? I think this last part is where Riot gets ADCs wrong - it's fine to design a class to be strongest late, but you need to make them weakest early in exchange, and that weakness just isn't there. I also think it's unrealistic to count on mages to be the tank killers lategame, which is a point at which Riot's current implementation of tank (still a damage threat) NEEDS TO be killable. Part of this is just that the game lacks good AD mages, so removing crit from ADC allows tanks to just stack MR + HP and be unkillable. A game that relies on mages to deal lategame damage is going to be overrun by the Shyvanas and Mundos of the game (just like S3).

attack speed focused adc can still be strong against tanks. bork is an attack speed item that still fits into their role as sustained damage dealers, and helps a team dealing with tanks.

the biggest problem i see with adc, is that critical strikes simply make them too strong against everyone. 1 crit against a squishy can have the same effect as getting blasted by a mage.

the difference is, the adc can just keep going, while the mage can not. there is usually also a lot more efford involved for the mage to get his chain on a target than for an adc.

The Hate Boat2 votes

It's a matter of degrees. Could ADC stand to be nerfed a bit? Maybe. Would wholesale REMOVING crit from the game be an appropriate nerf? I don't think so. BoRK, as a % current HP damage proc that hits after your autoattack isn't going to allow tanks to be killed in time by anyone not named Vayne or Kogmaw (who would still have your problem of being too good at dealing damage late).

If the spikiness of crits is the problem, then you can average them out (like Ashe) or lower the crit multiplier, but I don't think ADC DPS is problematic to the point that you remove crit from their itemization.

My biggest problem with the ADC being able to keep going is their use of lifesteal. There are sustained mages who can keep the damage going just as well as ADCs, but often they can't hold up in a siege due to taking poke damage that they can't heal up. As far as the burst vs sustain, burst has its own advantages.

Also, one point I forgot from my last post, but I'd be uncomfortable with mages being the definitive damage class just because of how much utility they also get as a class. ADC has traditionally been a low-utility, low-durability class (due to their itemization) that needs to farm their items to deal their damage. Mage has none of those weaknesses, due to better defensive itemization and higher base damages (and ofc, utility).

pripustas1 votes

I don't play RADC, I think they're op and too easy to play. I play MADC tho, they need every bit of damage and crit. AP champions already have highest burst, what else do you want? To be dishing out damage like RADC? Well then prepare for some AP item nerfs, and MR item buffs. AP assassins have way more kill potential than AD ones. Let's change that, before buffing them more..

Lord Dusteon1 votes

{quoted}

You want to remove 20% crt rate and 250% crit, and add 35% damage for aa's? 35% damage on aa makes up for IE change. It does not make up for IE+SHIVV+PD etc etc. Also what about abilities that can crit?

If you read through you'd realize the suggestions for PD and SS both keep them at roughly the same damage as life, only without the RNG.

LilxPaprika2 votes

your wish is my command and presto! solved: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/tbEWpbfb-new-crit-formula

-riot pls hire me i'll work minimum wage kappa

the above formula would be a great transitioning solution. if we wish to eventually phase it out completely that is (though i don't think that is necessary) I don't have any issue with a bit of variance in damage, your an auto attack champion with with AA resets and or steroids slight variantion shouldn't be much of a factor The problem right now however is particularly early game said variances are at extremes from 0 to 100 and with rare chance that can yield devestating bursts out of the blue.
The rework would be a immense difference from what we currently have see below for details as to what numbers we'd be looking at...

By critting once every 3 auto at the very least and with a max crit of 70% damage. early game crits will be considerably less bursty. Building IE for example first item with these changes to IE :http://boards.na.leagueoflegends.com/en/c/gameplay-balance/O8Em0gKA-meddler-or-whoever-ie-idea-let-it-marinate-in-your-brain this example would give you 170% crit damage with 33% crit chance, as opposed to currently doing 250% at 20% crit chance. that's a 80% bonus crit difference. considerably more manageable / less surprising. your overall damage is unchanged as well since the rest of the damage is inserted/spread over your regular non critting autos and will only feel less pronounced the more crit you have thereafter.

Earl Eulrich2 votes

can´t spread around that great thread often enough...

The Hate Boat2 votes

If you want to get rid of RNG, then do something similar to what Riot did w/ Ashe's passive.

Counters are terrible gameplay and will allow ADCs to not only crit, but have crit on-demand. This doesn't make anything more skillful, it just makes everything take 5x as long (wait for your crit to be up THEN poke). It also feels just as bad in a teamfight where X% crit chance does nothing until your 1/X'th attack, then does nothing again until after. pRNG is actually a much better way to ration out crits, but if you want to get rid of crit altogether, then just average it completely rather than making us play "count to 5" all game long.

Kuroi862 votes

sigh And here I thought we were through dealing with this annoyingness.

Critmaster Garen1 votes

so what exactly are you trying to accomplish? it looks like you want crit removed entirely from the game.

i dont feel like thats necessary and would only take a gameplay element from the game. the only thing that needs change is to remove the random factor of crits. basically keep the big hits, but make them predictable.

there are only a handful of champions where predicable crits would cause a problem. garen and gangplank 2 of them, when they always can make their q crit in a trade during the lane phase.

but that handful of champions can be adjusted with minor changes. for example have the crit damage start lower and scale up with rank of the appropriate ability (120% damage on a crit at rank 1, 140% rank 2... 200% rank 5) . i think it would disrrupt the balance of the game much less, if crit was to be turned into a stack mechanic like stattic shiv instead. with crit stacks visible for both side due to a buff indicator.

it would create an element both sides - the champion who builds crit, and the champion who fights someone with crit chance - could play around.

crit would not be as much of a problem if it wasnt random, but both sides could expect a critical strike and work with it.

Tusutaki2 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=EKdtrjMY,comment-id=0002,timestamp=2015-07-14T15:05:50.363+0000)

so what exactly are you trying to accomplish? it looks like you want crit removed entirely from the game.

i dont feel like thats necessary and would only take a gameplay element from the game. the only thing that needs change is to remove the random factor of crits. basically keep the big hits, but make them predictable.

there are only a handful of champions where predicable crits would cause a problem. garen and gangplank 2 of them, when they always can make their q crit in a trade during the lane phase.

but that handful of champions can be adjusted with minor changes. for example have the crit damage start lower and scale up with rank of the appropriate ability (120% damage on a crit at rank 1, 140% rank 2... 200% rank 5) . i think it would disrrupt the balance of the game much less, if crit was to be turned into a stack mechanic like stattic shiv instead. with crit stacks visible for both side due to a buff indicator.

it would create an element both sides - the champion who builds crit, and the champion who fights someone with crit chance - could play around.

crit would not be as much of a problem if it wasnt random, but both sides could expect a critical strike and work with it.

I for one wouldnt mind a removal of crits because I dont want my duels or trades to be reliant on whether or not my of their crit will go off. I would like to see if maybe having crits increase your overall auto by the same amount from crit chance like Ashe but to have it capped at 200% unless you get IE. With that at the very least with Ashe, she will keep her unique mechanic of exceeding the 200% cap as she currently can.

But I know for sure and im positive that everyone will agree with me here that an RNG type system should never, ever, be implemented in competitive multiplayer.

Critmaster Garen1 votes

{quoted}

I for one wouldnt mind a removal of crits because I dont want my duels or trades to be reliant on whether or not my of their crit will go off. I would like to see if maybe having crits increase your overall auto by the same amount from crit chance like Ashe but to have it capped at 200% unless you get IE. With that at the very least with Ashe, she will keep her unique mechanic of exceeding the 200% cap as she currently can.

But I know for sure and im positive that everyone will agree with me here that an RNG type system should never, ever, be implemented in competitive multiplayer.

have you read my entire post? i said, the problem with crit is the rng, but that doesnt mean crit needs to be removed. only the rng element needs to go.

flattening out crit chance like in ashes case or plain removing the stat would dull down the game imo.

maybe we could even reintroiduce a non rng version of dodge. technically it already exists in the game on jax e. i could easily see it in the form of an item active with a short cooldown and very short duration, similar to how hydras active has a short cooldown and basically grants an extra auto attack every 10 seconds. timed properly it could allow to dodge single auto attacks.

that together with a predictable crit mechanic would create hell of a lot gameplay. as you can aim to dodge crits specifically.

Conus251 votes

no i like my 1k draven crit dont remove it

Doctor Dyment1 votes

Draven would literally sink to the bottom of the ocean and never be seen again if crits were to be removed.

LookMyBigBrain1 votes

Just no.

YossarianSensei1 votes

% Bonus damage is OP Countable crits are OP

If it were really this easy to fix Crit, Rito would have done it a long time ago. RNG is a large part of what keeps crit balanced.

Beoridas1 votes

what if crits became an active with an item? or had lots of different mechanical implications that interacted with other stuff?

Vegas Dad1 votes

Crits are perfectly fine stop trying to turn This game into a spread sheet. There are an insane number of random variables out of your control every match that is what makes it fun and each moment a unique experience. This is basically qq I died or lost because of a lucky crit... It is random you will just as many times for the same reason get over it stop crying cause you died

HadesBlades1 votes

Crit will never be removed, champions actually embody crit and to remove those stats you have to drastically rework, or just flat out buff and change a kit, crit is here to stay sadly and will not be leaving

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