Idea to remove some random aspects from the game, namely, Critical Strike Chance

CarbRundum·5/18/2016, 2:20:54 AM·4 votes·870 views

Instead of giving auto-attacks a % chance to critically strike for 100% increased damage, change the Critical Strike stat entirely. Now, make all auto-attacks deal (1% of your AD per 1 Critical Strike) bonus physical damage. The overall average damage output of someone with, say, 20% critical strike chance and someone with 20 of the new Critical Strike will remain the same. However, it will be more transparent as to where all the power is coming from. Rather than dying to that Yasuo in lane because he got a random crit from his item 1051 and there being no way to gauge when that was going to happen, this new stat would let Yasuo and his opponent know exactly how much damage he does per auto-attack, not just the % chance that Yasuo will deal double damage. This new Critical Strike would cap at 100, unless you buy an item 3031.

Of course, some items and champions would need slight tweaks. I propose this:

Yasuo Still has double Critical Strike, still deals reduced damage due to his Critical Strike stat.

Jhin Fourth auto attack instead deals massively increased damage independent of the Critical Strike stat. All of his auto-attacks grant him movement speed, with the 1st granting him the least and the fourth granting him the most.

Tryndamere Gains Critical Strike based on Fury, rather than Critical Strike Chance

Shaco His first auto-attack after his Q deals bonus flat damage scaling with AD

Fiora Same as Shaco

Pantheon Q and Autos deal double damage against enemies with less than 15% of their health

item 3031 Increases Critical Strike and Critical Strike cap by 50%

item 3087 Bonus damage scales with Critical Strike the same way auto-attacks do

item 3508 Regain mana equal to 10% of the bonus Critical damage done. Auto-attacks lower the cooldown of all abilities by (1 for every 10 Critical Strike)% of their cooldowns. Can only occur up to 2 times every 4 seconds.

14 Comments

Friendly Ram5/18/2016, 2:23:45 AM3 votes

Don't like rng but it seems to be the way riot is goin

Leopards Ghost5/18/2016, 2:30:12 AM3 votes

than dying to that Yasuo in lane because he got a random crit from his brawlers gloves 10%

that's kinda the point dude. if he wanted sustain damage he would spend less and buy a long sword.

Nidelkha5/18/2016, 2:23:20 AM2 votes

I think stuffs just needs to be back they way it used to be and all these changes happening too fast are whats making this game the shithole it currently is in.

Spicy Rice5/18/2016, 2:44:09 AM1 votes

The reason riot is shying away from consistent damage based on crit is that it just encourages stat checking. Cross are meant to be there to provide unpredictability in a fight, and even then, you can predict when someone is gonna crit you.

Assuming you have 10% crit chance, every time you auto and don't crit, you add 10% to the chance that your next auto is gonna crit. In other words, you are guaranteed a crit every 10 auto attacks at 10% crit

Slack King5/18/2016, 2:22:30 AM1 votes

You just want everyone running ashe passive basically?

Spicy Rice5/18/2016, 2:51:59 AM1 votes

Btw, if you average the damage done over the # of auto attacks, current crit chance works exactly as your new system is. On average, each perfect of crit chance gives a damage boost of 1%

Demopyro25/18/2016, 2:31:16 AM1 votes

If you took crits away, Jhin would be........ nothing. Actually, almost all ADCs will take a nasty nerf due to crits being removed. Not only ADCs, but also bruisers would fall, like Jax

Xanit5/18/2016, 2:38:55 AM1 votes

I love this idea on the idea that random chance will be removed from the game, but I feel like the things that differentiate the two stats (critical strike and attack damage) will be blurred. I suppose by building Critical Strike, you gain quick spikes of damage based on your base damage, but can never go beyond half. However, it augments all future purchases of Attack Damage by the percentage of Critical Strike. An amount of Critical Strike might become necessary on all auto attack focused AD champions at this rate... But maybe an interesting dynamic between attack speed + on hit items (guinsoo's, bloodrazor) straight damage + damage amplification (bloodthirster, infinity edge) and penetration/tank destruction (last whisper, black cleaver) I want this to be implemented. I want random chance to be obliterated. I want attack speed focused AD champions to have something reliable that runs parallell to their other options.