Crit Chances Ideas

Prospector·3/27/2019, 9:33:41 PM·1 votes·1,006 views

I want to throw my 2 cents out there about how the Critical Strike mechanic can be turned into a skill-based one rather than chance.

The idea is that Critical Strike Chance will be replaced with a mechanic called "Precision Strike". The functionality of this mechanic will be based on the duration between each strike. The more items you have that "boost" this mechanic, the less is the duration needed for the next strike to be counted as a "Precision Strike".

For example: Sivir has 0.50s duration for Precision Strike, which is the equivalent of 80% Critical Chance, and an Attack Speed of 2.50. For Sivir to efficiently use her Precision Strike, she will have to pause a bit between each strike, because her attack speed is too high, which makes it all about timing. This also creates a little game where she chooses to sacrifice damage for faster strikes or vise versa depending on the situation, though they sometimes can't be choosers, and for this reason, Items could be balanced in such a way that you almost always end up with a high enough Attack Speed that makes it always a choice, than an abused mechanic.

Emphasizing on the choice between Attack Speed and Precision Strikes. Attack Speed emphasis can be done in a way that the Marksmen would be rewarded for landing as many shots as possible in a teamfight by having them play by a "Flurry" mechanic that would increase their damage by a considerable amount that is fine tuned by about 35-15 + damage (Not their Attack Damage stat, but their individual strike, which may include their abilities. The damage increase depends on how much Attack Damage do they get by going through this build path) on each strike, this "Flurry" mechanic works by having a time limit between each strike, so that if the marksmen fail to land a strike within say.. 0.75s from their last strike, they would have to build up the "Flurry" mechanic damage increase all over again, this also means that all it takes is for one Crowd Control ability to be thrown their way and it'll be interrupted, which makes sure they never shred through teamfights within seconds. To Avoid having bruisers abusing this system, the mechanic would have a 50-35% less efficiency with Melee Champions.

This in turn creates a more strong identity for the different sub-classes within the Marksmen role with different ways to build Marksmen, which is more diverse than it is now with short ranged Marksmen like Lucian or Quinn or KogMaw building Items that will increase their Attack Speed and survivability, while long ranged Marksmen such as Caitlyn can build for a Precision Strike focused build path which will reward them with increased Precision Strike damage at the cost of striking less.

2 Comments

Rester3/27/2019, 10:50:49 PM1 votes

So you just want to give everyone Ashe's old passive.