Crit Chance rework suggestion.

Agidyne··3 votes·454 views

Make it an invisible stack mechanic.

Every auto attack adds an ammount of Stacks equivalent of your Crit "Chance"

If your Stacks hit 100, your auto attack Crits and the bonus Crit "Chance" is added towards the next Crit rotation.

Let's say you have 35% Crit Chance ( Infinity Edge + Ghostblade )

1st Rt 0 + 35 + 35 + 35 = Crit + 5 2nd Rt 5 + 35 + 35 + 35 = Crit + 10 3rd Rt 10 + 35 + 35 + 35 = Crit + 15 4th Rt 15 + 35 + 35 + 35 = Crit + 20 5th Rt 20 + 35 + 35 + 35 = Crit + 25 6th Rt 25 + 35 + 35 + 35 = Crit + 30 7th Rt 30 + 35 + 35 = Crit + Reset

So, you would Crit every 3rd Auto Attack for 6 Crit Rotations, then Crit in 2 Autos in your 7th Rotation. Reseting the Counter.

This way it would remove the RNG.

And since it the Stacking mechanic would be invisible to everyone, unless you were using Scripts or literally writting it down on paper every time you AA'd, it would still feel somewhat Random.

The only champion who could trully exploit this would be Gangplank as his Parrrley bonus damage also Crits.

But Gangplank has been shit for like 3 seasons now, so I don't see how him having the spotlight for 2 weeks would be a problem.

Anyways, it removes the last big RNG mechanic from this game.

Thoughts.

9 Comments

Mirage Seraph2 votes

How is it hard to keep track of 35+35+35? It boils down to every 3 auto attacks is a crit, occasionally every 2. Ultimately an ADC, or anybody with a crit chance, could easily just AA a minion twice then poke with a crit. As fun as it would be for Draven, I feel this would just replace one problem with another.

(And frankly, I disagree that crit chance is a problem in the first place...)

Agidyne2 votes

[{quoted}](name=Mirage Seraph,realm=NA,application-id=3ErqAdtq,discussion-id=HtafZIAj,comment-id=0001,timestamp=2015-04-18T19:35:35.379+0000)

How is it hard to keep track of 35+35+35? It boils down to every 3 auto attacks is a crit, occasionally every 2. Ultimately an ADC, or anybody with a crit chance, could easily just AA a minion twice then poke with a crit. As fun as it would be for Draven, I feel this would just replace one problem with another.

(And frankly, I disagree that crit chance is a problem in the first place...)

because you don't start the game with a flat ammount of crit chance.

You start with 0% and build from there.

Auto attacking someone with a Brawlers Gloves 3 times, then turning it into a Zeal and attacking twice, then upgrading it to a Phantom Dancer and autoing 4 times would result in 184 Crit Stacks. It is easy to track on paper, but a champion auto attacks 40 times before backing.

It's easy to track it early on, which isn't an issue as your Crit chance isn't very high, but after 30 minutes with multiple different crit chance items, it becomes a hard task to know exactly where you are in that exact moment.

ChargeItDownMid2 votes

[deleted]

Critmaster Garen1 votes

{quoted}

No, you don't want to completely take out the rng. By implementing the system you suggest, players will simply count the number of hits between minions and trade when they are ensured a crit (which btw is extremely easy to do even if you try to make it invisible). This means that after getting 10-15% crit from item, players have little incentive to get more crit chance until lategame.

that is the entire point, genius.

removing the randomness of the crit mechanic altogether, and changing it into an element you and your opponent can play around. make them calculated instead of rng. its probably the best option we have to keep it as a stat, but remove the randomness completely.

however i highly disagree to make the stat invisible. on the contrary, i think the crit stacks should at least be visible as a buff on the champion who buys them. a crit that is ready should probably even be displayed as an icon above the champions head.

i also think it might be necessary to add a decay to ther crit stacks after a certain time that youre out of combat. this can prevent a champion from just sitting on the stacks like you described. so if you see someone sitting on a prepared crit, you could retreat and wait for the guy to use it on a minion, or lose it due to decay, while possibly losing out on cs.

the only champions that would really need changes as a result of this would be those, who have abilities in their kit that can critically strike. to prevent something like gangplank charging up crit stacks and then critting 100% of the time with parrley. its basically just a handful of champions that are affected, while not much changes for the majority.

this would be pretty interesting on garen for example. even with reduced crit stacks per tick on his e as a result. lets say he gets only half or one third of the stacks for his spin per tick.

this would still make things possible, like charging crit stacks up with judgement, then break it just the right moment that his q critically strikes.

i feel like with the right balancing, this could be a much healthier mechanic for the game, than randomly getting crit by a cait headshot, and losing 2/3 of your hp.

you cant calculate shit like that on either side.

ChargeItDownMid2 votes

[deleted]

Critmaster Garen1 votes

{quoted}

Making it visible still doesn't solve the problem of messing up the valuation of critical strike. If everyone knows that they will crit every x hits, then they can build 15% crit and trade as if they have 100% crit simply by counting attacks. As a result, the first bit of crit chance would be highly valuable while making the next bit of crit useless until lategame. Having 30% crit as opposed to 15% would mean far less when you can count attacks and only trade with lane opponents when your attacks are guaranteed compared to on a pseudo number generator.

Also, remember the critical chance is not completely random. Crits already use a pseudonumber generator which takes a lot of randomness and the unhealthy components out of them. However, there is still a small amount of randomness left to ensure that people are still incentivized to build crit beyond the first few percentage points before the lategame.

it will matter in extended fights.

an ad carry who has 50% crit and crits every second auto attack, versus an ad carry who build 15% crit, who do you think would win?

in early game pokes and trades, 20% crit to get some more damage in every 5th auto attack, might suffice. but in actual all in scenarios, youre still at the advantage with more crit, as you willd deal more damage over a period of time.

at worst, it might be a slight change in playstile early game like you mentioned. however i dont see at all, how this is an argument against the change, as it doesnt affect the game in any negative way.

a mechanic like "crit fishing" that is according to riot already there, is no different, than what you described. the only difference is, that both sides can be prepared for when a crit actually occurs.

ModAcademy Kayn1 votes

Not a bad idea, though i don't know what to think of it myself. Makes it very linear though.

Cloud2731 votes

No, let's just get rid of it completely.

ZephyrDrake1 votes

no

/thread

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