:: What do you think about critical strikes ?? ::

PapotiK·1/30/2015, 9:25:45 PM·5 votes·865 views

Personally i think it should be reworked, there are a lot of situations where the RNG that it has is very frustrating. Like a lv2 bot lane fight where the enemy adc gets a lucky crit because he uses 1 crit red in his runes, or when i lose a duel/kill simply because i wasn't lucky enough. I don't think a competitive game like LOL should have a randomness element.

A good rework for me would be turning critical strike into Precision/Accuracy or any another name (*post ideas bellow :D*) that would increase basic attacks damage (%).

An example would be, lets supose an adc with 150 ad and 20% crit chance/Precision that did 10 auto attacks.

**Current damage output :** (seeing that only 2 auto attacks crit, because this is the most likely to happen ) : 150 x 8 + 150 x 2 x 2 = **1800**

"Precision rework" damage output : 150 x 1.2 x 10 = 1800

In the end we would have the same damage, with no RNG, less frustation and more fun.

For people that complain about IE passive, just make it increase your precision by 50% or rework the item

For GP make his Q apply precision, for Ashe, she could keep her crit passive or give her a new one (would be nice), for Yasuo, his passive double his precision, his precisionis 10% less effective and his Q applies precision.

If i forgot something tell me in the comments, sorry if my english is kind of wrong, in not native

Please let me hear what are your thoughts/suggestions and ideas !! :D

9 Comments

Leti the Yeti1/30/2015, 9:29:18 PM1 votes

luck is part of the game to me so i'm fine with it there are some really great solutions to it made by the community but ww all know where those idea ends up.. ABSOLUTELY NO WHERE

calculated skill? http://puu.sh/eCCej/1240264362.jpg i dont think so

Decrit1/30/2015, 9:30:35 PM1 votes

Hey man! Great crit discussion npassionate here. A bit less passionate about crit.

There were many and many ins and outs about crit on the boards, but yes the rng s gotta take out. I am fully against however to keep it as a simple scalar, since it would be overkill like a non-unique rabadon!

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/tdgWOnZ1-ghostcrawler-the-very-long-discussion-about-crit

This is the longest discussion i have ever partecipated about crit: we dscuss on-hit application, power spike and so on.

But first... what should represent crit to you?

EDIT: just realized how is my name... i changed it recently. lol.

Sightless661/30/2015, 9:32:34 PM1 votes

This is the solution that best preserves the current game design. It has the least change to balance and gameplay of any proposed system. I like it more than any other crit fixes because of that. The only disadvantage I've seen seriously discussed is that it no longer contains the actual moment of getting a crit, and it can be enjoyable to see the big extra damage flash up, which in my opinion is a small disadvantage.

PepSakdoek1/30/2015, 9:36:44 PM1 votes

A current idea I read that they are toying with, is to have a "special effect" on critical strike.

So crits doesn't necessarily do more damage, but they snare, or slow or execute if you're low, or ignore armor and whatever they can think of.

The effects could be tied to item, or it could be tied to champion. I doubt they'll do both.

Like a Draven crit could cripple and execute if the person is below X% life. A vayne crit could auto proc a 3rd silver bolt. Having it on champions would make for more interesting strategies surrounding champions.

Perhaps you buy enchantments like jungler items to your crit items. Having it on items would diversify the ADC itemization space.

DrMarshSwamp1/30/2015, 9:46:04 PM1 votes

Personally I don't like how high the items allow you to raise your crit chance with how much damage they do.

I just feel that something like 2 or 3 shots out of 5 being crits is incredibly unfair (though thats cause most of the Champions I play are people with no real gap-closers or escapes.)

Woodakoodashooda1/30/2015, 10:30:16 PM1 votes

All this does is increase flat AD. I think a better idea would be to include an item with an effect like Evasion.

An item like this perhaps?

Phantom's Shroud +40 Armor +40 Magic Resist +200 Health +5% Movement Speed Unique Passive: Evasion

Reduces the chance of enemies landing critical strikes on you by 50%

Yulen Xoshxius1/30/2015, 10:33:14 PM1 votes

I feel Yasuo's double crit chance is a LITTLE excessive, but the reasoning is sound.

DrCyanide1/30/2015, 10:34:26 PM1 votes

I don't feel like a discussion about crit would be complete without talking about Gangplank . Gangplank exhibits both the healthy and unhealthy side of crits.

Most of the time, Gangplank is trying to get a lucky crit on his Q. If he doesn't get a crit, he feels let down, not doing enough damage to finish a person or deter them from diving him. When he does get a crit, it deals a massive chunk of damage. That is what feels satisfying to Gangplank, the burst of damage.

#Note that while Gangplank wants his crits, a 100% crit chance Gangplank feels less cheaty than a 10% crit chance Caitlyn.

Gangplank has two ranges, melee and Q range. The long range is available once every 5 seconds (minus CDR), so you have 5 seconds to do something before that second shot finishes you off. Plus, he used a spell on you, and we naturally expect spells to deal a burst of damage.

Caitlyn has a further range, and can potentially crit you 2.5 times a second, every second. While max attack speed is unlikely on a Caitlyn, at max attack speed and 10% crit she's firing 12.5 times, probably criting at least once, in the time it takes our Gangplank to fire once. But the problem is that is that you get use to the normal attacks. The rate of fire lulls you into thinking every attack will be the exact same. You start thinking "I can take another X attacks before I have to back", and start planning your moves accordingly. Then you take a crit, then a second, and a third back to back because Riot's servers thought it would be funny to watch you die right then. This burst came out of nowhere. Caitlyn did nothing different except maybe pray a little harder for the Random Number Generator to favor her. And you died, because a RNG somewhere thought that your planning was dumb.

Now, Gangplank also has a problem. So many people see only that his Q can crit, so they ignore every other thing it can do. It could apply item 3074 , item 3025 , or item 3153 or any other on hit ability instead of crit. But all of that gets ignored for siren's call of Critical Strikes. Who want 125% base AD added to their attack when they could get 250% total AD?

Crit ruins other build paths for most Gangplank players, and it's safe to say that crit is currently ruining other build paths for ADC's as well. Bloodthirster kept the Crit Beast at bay because it required stacks, and stack items get rushed (if built at all. See also item 3027 , item 3041 , item 3141 ). As soon as Bloodthirster had it's stacks removed, the ADC fight became all about who could get more crits.

Stabilizing Crits to be less of a random burst of damage and more of a consistent form of damage helps maintain the difference between auto attacks and spells. It helps players actually come up with cool plays, without random server decisions saying "screw you!" (we already get enough of that with Matchmaking).