When it comes down to it, crit really just needs to be removed.

Holy Malevolence·12/13/2014, 4:57:47 PM·15 votes·1,268 views

It's difficult to think of an issue in game balance not tied to crit. But, anyway, I'll list the reasons why crit is horrible for the game and needs to be removed.

1: It's random. This isn't a luck based game. If you want a shot at cheating destiny try a casino.

2: It destroys AD itemization singlehandedly. Crit, horrible stat that it is, is basically useless on every champion who isn't a ranged AD and/or Yasuo. This is a problem because every high end damage focused AD item relies heavily on the stat. Two and two together and the rest of the AD cast, especially bruisers, end up having especially terrible item choices, most of which feel horrible to use. If you deleted crit and replaced it with an AD deathcap, you'd first need to rebalance a few champions and rework some champions who are especially reliant on crit. I can count said champions on one hand. But more than that, itemization for a large swath of the roster would be vastly improved.

3: It overpowers ranged AD's half to hell. If you're honest in the least, you admit that ranged AD's are exceptionally overpowered. And kind of have been forever. This is basically because they're the only ones who can actually abuse crit for everything that it is. If you removed crit, you could buff these guys early. Actually highlight their differences instead of focusing on the one thing that makes them all identical. Make them less unhealthy for the game as a whole. And make them optional. Which would be the best part.

4: It's why bruisers need to be intentionally overpowered to be worth playing. Alongside red buff. Kind of. Problem with melee AD champions is that they need to stay alive long enough to do something in a fight. And the problem with that is that ranged AD's kill everything in about a half a second unless it builds full tank, in which case you've got maybe three. Without ranged AD's being heinously overpowered, brusiers wouldn't need to be either.

And then you think, what does crit actually add to the game? Answer is absolutely nothing. Some people would say "Oh, it's necessary because without it nobody would be able to kill bruisers", but that's a flawed line of thought because if crit didn't exist bruisers wouldn't need to be made as ridiculous as they are. And....

Actually, that's the only half sane argument I've ever heard being made on crit's behalf.

So, Riot. Here's the thing. Deleting crit would be something that's a little bit difficult. It would take a while, and in the meantime there's a chance that the game would be somewhat imbalanced. So I'm not saying that we need to drop everything and delete crit instantly. But you need to start making incremental adjustments removing the stat slowly overtime, until such a point where you can get rid of the last of it between seasons. It's necessary for game health. Also, you should delete Teemo.

Peace out.

18 Comments

Talamare12/13/2014, 5:01:30 PM3 votes

Increase Critical Chance in items and runes, Double or even TRIPLE it

Reduce Critical Damage to 25% increased damage

Introduce an amount of Critical Damage items

Chaotic Reks12/25/2014, 6:40:21 PM2 votes

Sounds like someone lost a 1v1 cause they relied on their crit chance too much and is now raging about it.

Hoi Im Temmo12/13/2014, 5:06:30 PM2 votes

I COMPLETELY agree. Sadly, because of the size of such a change, we are looking at preseason 6 at the earliest implementation.

RollnUnderTheBus12/13/2014, 7:34:49 PM1 votes

This is a silly idea. Crits are the only thing ADC's have going. If you are a bruiser and are trying to fight an ADC then you have to get creative. They have the ranged advantage so you have to either dash/jump/flash to them to close the gap or have enough speed and damage reduction to get close to them without dying. Criticals are not overpowered. They are fine, you just have to learn how to deal with them.

BluePolarizer12/13/2014, 9:47:24 PM1 votes

I think the easiest way to fix crit is to delete IE since it adds a huge power spike to crits while only being farmable for ADCs in a dual lane.

There are many melees who could crit usefully (Tryndamere, Yasuo, Yi, carry builds for Rengar/Xin/Nocturne) but almost none of them can farm for IE without being mega fed since they need to rush other things and can't save for a BF sword with their lane pressures top or jungle income stream, and still be useful mid game. Being able to farm for IE is a huge advantage that ranged ADCs have over melee laners.

if you ever watch Vayne top or Quinn top games, notice how they never get IE: they simply can't afford it due to the lane pressure top. Instead they go for typical melee bruiser damage items - BoRK, Ghostblade, LW, etc. that come in much smaller pieces that are easier to farm.

Meanwhile, IE makes crits incredibly unmanagable in terms of damage due to both the passive and its inherent AD/crit chance.

A little Peepo12/25/2014, 7:03:57 PM1 votes

Crit is supposed to be based off an RNG factor, so if it's random then it's working as intended. I hate crit as much as the next guy but it isn't crit that is the issue, it's the cheap IE and how much power it gives. Crit by itself isn't the issue but when paired with IE it becomes pretty strong, considering how weak tank itemization is with IE and LW paired together. Removing crit rate would be a bad decision but nerfing LW and IE further, then yeah I could agree with that. Crit doesn't seem like that much if an issue anymore, does it?

Rebonack12/25/2014, 7:45:23 PM1 votes

Crit wouldn't be that bad if Infinity Edge were the only crit item in the game, EG, if it were a UNIQUE passive instead of a stat.

Rebonack12/13/2014, 5:21:02 PM1 votes
  1. Turn Whisper and Voidstaff into heavy flat penetration items.
  2. Remake Crit into percentile resist penetration for autoattacks. This would allow crit-users to still chew through hard targets without vaporizing soft ones. Also kills the RNG nonsense and 1% crit chance rune cheese.
  3. Balance Armor and MR item values as needed to bring things into line.

This would remove two layers of auto-attack damage multiplication (crit chance and crit damage) and basically necessitate reworking Ranger kits toward ranged AD casters (or Mages) and away from right-click focused nonsense.

Talamare12/13/2014, 6:35:49 PM1 votes

Here I am getting downvoted when my suggest aligns with one of the proposals in that mega thread

{quoted} #tl;dr w/ summary of this thread's discussion + ideas further below 2nd Proposal Reduce % Crit Damage in half from 200% to 150%. Double all sources of % 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.