Fixing Critical Strike: A Proposal.
Hey there, Gameplay! Today I'd like to share a suggestion I have for tackling the eternal balance conundrum in League: critical strike. Love it or hate it, it's a known thing that Riot has looked into a few times, so I'd like to start with the assumption that it does merit investigation and/or a redesign. If you disagree that's great, but since Riot has stated it's on their radar I'd like to focus the discussion on the merits of this solution rather than the merits of addressing critical strike in general.
The goal of this exercise is simple -- reduce the impact of critical strike randomness of League without removing it entirely (as seeing big numbers and animation changes is exciting), and while remaining as impact-neutral as possible on game balance and laning dynamics.
Edit: For those interested in a deeper dive, I've put up a more detailed thread with several other models I debated and ultimately iceboxed (or marked for future exploration) here.
A brief TL:DR -- This suggestion flattens the predicted outcome of critical strikes at all stages of the game, while retaining some random elements (as many players enjoy seeing those critical strike animations). It keeps damage values over multiple attacks more consistently predictable across the game, while also keeping the same total DPS as on live, which reduces the amount of ripple-effect balancing that would be necessary to support the change. Unlike static DPS boosts or "energized" crits (i.e. crit chance stacks up predictably like Static Shiv), this also doesn't necessarily empower poke champions significantly more than they already are. In short, it's designed to resolve somd of the complaints with current crit while being as low-scope as possible.
#The Mechanic: OVERCRIT The first stage in implementing this suggestion is to reduce critical hit's damage from 100% bonus damage to 50% bonus damage while also doubling the critical hit percentage granted by all items. Zeal, for example, becomes a 40% chance of 50% bonus damage rather than a 20% chance of 100% bonus damage.
The net damage output over a fight is the same, but the reduction of the value of a single critical hit makes fight calculations easier and makes building critical strike less dependent on random variance. As on live, this number adjusts dynamically the longer you go without scoring a critical hit.
The second step is the implementation of Overcrit. In this model critical change can stack up to 200%, and any percentage over 100% is a chance to deal an additional 50% bonus damage. At 120% critical hit chance, for example, you have a static 50% damage buff from your critical hit chance, and a 20% chance for an additional 50% damage.
The net DPS at all levels remains the same:
--40% crit at 100% bonus damage and 100 AD: Average of 40 bonus damage per attack (40% of 100). --80% crit at 50% bonus damage and 100 AD: Average of 40 bonus damage per attack (80% of 50).
--80% crit at 100% bonus damage and 100 AD: Average of 80 bonus damage per attack (80% of 100). --60% overcrit (160% total crit) at a 100% chance of 50% bonus damage and a 60% chance of an additional 50% damage: Average of 80 bonus damage per attack (50 assured damage, and 60% of 50).
There would be a slight adjustment in how trades work (more consistent damage, less big spikes), which might slightly disfavor engage-heavy teams that might rely on seeing that crit proc to dive in, but I think that's a side effect that goes along with any reduction in the bursty way that crit currently deals damage.
Thoughts and comments appreciated.
Passive..
[TOTAL COST]: 2600g to 2800g
[NEW EFFECT]: +25% critical damage
[REMOVED]: 5% MS
[TOTAL COST]: 2600g to 3100g
[REWORKED]: 5% MS to 15% MS
[TOTAL COST]: 2600g to 2900g
[NEW EFFECT]: +25% critical damage
[REMOVED]: 5% MS
[TOTAL COST]: 3400g to 3000g
[BUILD PATH]:
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