A Way To Make Crit Chance Less Random, And Possibly Better For The Game As A Whole! (Please Read)

thunderstruck3··1 votes·1,306 views

So the randomness of crit chance is obviously not optimal for top level competitive play. You can have 50% percent crit chance and can randomly get 3 crits in a row, or 3 non crits in a row, and this can impact a teamfight/game, which can matter at the highest level of competitive play. Also, I love crit chance, I think it's a great part of the game and it makes adc's feel like real carries, but for high level competitive play, it should not be so random.

So my suggestion for it, is to give you your crits based on how many auto attacks you do and how much crit chance you have. So basically speaking, if you have 50% crit chance, instead of not crit'ing for 3 autos in a row and have the next auto have a higher chance of crit'ing, every 1 out of 2 autos crits. It's also good to look at a 33% crit chance. If you have 33% crit chance, then 1 out of every 3 autos will crit. This will make sustained damage more consistent, and calculation of your damage, more calculable. Also, for crit chances that are uneven (aka 55%), you can do a system that uses the last most possible dividable count from 100% (so in this case 50%, because 100% divided by 50% can = a whole number (2)). Since 50% is the last most possible dividable count from 100%, you use 50% as the base, so 1 out of every 2 autos crits, but since you have 55% crit chance, you have an extra 5% that stays left over. The extra 5% stay left over and gets added each time you auto, since you're supposed to have an extra 5% chance to crit on your autos. And when that extra percent chance adds up to 100%, you get a free extra crit. I guess pretty much all you're doing is added up the percent chances and when you get to 100% you can crit, and any extra gets saved up for later. Now that I think about it, it's better to think about everything like this instead of the that. So at 5%, you have to auto 20 times to crit and on the 20th auto, you crit. I think a systems like this is really good for top competitive play, even though I made the whole post confusing with all that middle stuff, and I haven't deleted any of it, xD, :P.

So to sum everything up. You change crit chance to a more calculable aspect of the game, that would make high level competitive play better, and I feel, the whole game better in general. Kinda like how the old dodge aspect was a little too random for the game at a competitive level, so it was removed. Also, now that I think about it, you could possibly bring back the old dodge mechanic back using the crit chance system I layed out, if you wanted too. :).

A fast summary of the system I described. You pretty much change the old crit chance system, to a system where you add the crit chance that you have, with autos, until it equals 100%, as a more calculable way to determine which autos crit, and a way to remove some of the randomness factor of crits, which could make high level competitive play better, and maybe the whole game better in general.

I would really love and appreciate a change like this. A change like this would be awesome, and I would love to play this game more if there were to be a change like this. I also think it would make top level competitive play better! :)

Thanks to and for anyone and everyone that might've read my whole post on crit chance! :)

-edit- So an issue involving charging crits on minions was addressed, and it seems that it's definitely a pretty big issue with this system. So addressing that issue, I believe that making the system I laid out champion and minion specific would fix that problem. In other words, you can't auto a minion to charge up the crit, and instead still have to auto a champion/champions the certain amount of times to crit them, even though you auto'ed the minions, and vice versa. Also this layout is in hopes to take out some of the randomness/luck factor that crit chance can have in teamfights and or trading for top competitive play. It can be heartbreaking to lose a teamfight cause you didn't crit out of 3 autos, and your opponent crits 3 times and a row and kills your supp or mid laner at the start of the fight, or in other words, because of dumb luck. That's why the slight randomness factor of crit chance, I feel, should be changed. :)

-edit- Also, in terms of balance, it may be a powerful tool to give you an advantage in knowing when you'll crit, but at the same time, it gives your opponents the knowledge of when you'll crit too, and can allow them to play around it and/or use that to their advantage as well. So in terms of balance, I'm not sure. xD. I think it would probably have to be tested in some way, and possibly tested by top level players and be opinionated by them as well so as to know the true nature of it's balance, in which knowing if it's a buff to crit chance, a nerf, or just better overall and/or preferred or liked. :)!

10 Comments

KirbyCake2 votes

terrible idea, ADCs would literally rush crit chance, auto minions when they know its not going to crit and then trade when their crit is up.

this would make IE an auto buy, and whoever buys IE first wins lane hard since they can bully their lane opponent from then on.

this gives a huge power buff to crit chance, an already broken stat.

thunderstruck31 votes

That's true, I didn't think about that. I guess then, you could make the crit chance system minion and champion specific. So pretty much the time on whether or not you crit, is depended separately from minions and champions. So if you hit a minion 3 times with 25% crit chance, you still have to auto a champion/champions 4 times before you can crit them, and you can't build critical hits on minions, to later do on champions. :)

Raptamei1 votes

{quoted}

terrible idea, ADCs would literally rush crit chance, auto minions when they know its not going to crit and then trade when their crit is up.

this would make IE an auto buy, and whoever buys IE first wins lane hard since they can bully their lane opponent from then on.

this gives a huge power buff to crit chance, an already broken stat.

Is that bad? That's what happens in Dota and it's a skill cap enhancing feature.

Toben2 votes

So basically you want to make it so you can 'plan' your crits. I read the post, but besides a rather awkward way of calculating critical-hit-chance, all it seems like I've read was "let's make it so that we can tell when we are going to crit"

now this is a bad idea. Because it gives champions more burst than intended, and suddenly we would have to design around this potential burst (the same reason that deathfire grasp was recently deleted).

thunderstruck31 votes

Well the plan is to try to have a more consistent damage output. So instead of getting 3 random straight crits in a row with 50% chance, or 3 random non crits in a row, you get 1 crit, then 1 non crit, and so on. That way instead of getting 3 in a row on the same guy in a teamfight, you just get 2 with a non one, which could matter. Though the issue with charging crits on minions is a problem, and I already wrote a reply to a comment that addresses that issue. I'll put an edit in my post involving that issue. :)

Onegarion1 votes

But its crit. Its not suppose to be conisstent thats kind of the point of it. You are spending gold to actually have a chance to do massive damage or do normal damage. Its a gamble and sometimes it pays off. Thats the way its designed. If it was predictable like that you would have people timing them knowing when they can go in to minimize the ADC damage.

thunderstruck31 votes

Yah, but at a competitive level, you don't want to lose a teamfight/tournament match because your opponent just so happened to crit 3 times in a row and killed one of you carries, and you didn't, even though you have to same amount of crit chance. You don't want to have that losing to dumb luck factor/winning from dumb luck factor in tournament games. Especially at such a high skill level, where the slightest edge can give you a victory. That's why so many things have changed in the game involving randomness, such as, the baron being way less random, and dodge chance being taken out. And for people timing their auto's to maximize damage just gives more room for reason because it adds another skill based part to the game, where higher skilled people will notice when crits would be up, and play accordingly, rather than going in and hoping you get crits, or the opposing player doesn't get one. it would give rewards to the more calculated player, and whoever more aware of what's going on and knows what he's doing. Instead you know exactly how many crits and non crits you're going to get, and know how much damage you're going to do, and it rewards higher level of play. For a tournament match, random factors like crit chance, can be a really big deal, and sometimes you don't want to win or lose according to dumb luck. -edit- So pretty much this is all speaking for the competitive level, and "maybe" the game as a whole. If you wanted a random crazy game where you can get lucky with crits sometimes, it'd be okay, but for the competitive level, the randomness of crit chance shouldn't be glossed over. It's the reason why so many things changed in league over the past few years. -edit- At the very least, this idea should at least probably be tested in the pbe or something, to see how it is. :)

Onegarion1 votes

I never go into a fight HOPING i crit. I go in thinking about my overall damage output. If you are hoping to get crits you are completely in a different mindset.

The game is won or loss that way all the time. MANY games have that lvl of randomness. Crit will be one of the last random elements taken out because its a gambling portion that many games have, had, and will have. Its a mechanic that has worked since the dawn of video games. I'm not sure why everyone is so sour about and there is a reason so many people try to maximize their crit chance. If it was truly a random stat people wouldn't be trying to max it out. Think of it less as a random stat multiplier and more like the AD version of Rabadons passive. It amplifies your damage for a short time.

ALso next time try to space things out. Giant walls of text are beyond boring to read.

360D3GR3SS1 votes

This would severely cripple ADCs until they got 2 core crit items. Also making assassins have more kill potential because they can plan a crit before their combo. Also making Yasuo/Tryn hit their power spike sooner and making 50% crit the max efficiency when you get 55% from PD + IE currently. Anything over 50% is wasted unless you get 100%.

L7xLoTek1 votes

I'm still of the school that thinks crit % chance should just be moved into an autoattack damage multiplier. Zero randomness, same damage output.

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