What is the *actual* purpose of crit? [Poll Inside]
TL;DR - Crit is kinda ridiculous since it gives a huge dmg boost on top of already high dmg and armor shred to make it hit even harder. Would it be too crazy to make critical strike chance and armor penetration something to choose between instead of something to stack together?
Hi all,
To begin I'd like to point out that I am a long-time
main - in case you didn't see my name - and that I actually prefer a crit build on Fiora since I find using the rest of her kit more than than just being an ult bot. I'll say it right now, I like critical strike chance and want it to stay a part of the game. It adds a bit of excitement when I get a crit and a simple trade become an opportunity to go in for the kill and turn the lane in my favor.
But holy hell, crit combined with armor penetration and late game AD and AS is kinda insane and gives tanks a hard time.
Tank mains are having a bad time right now because full AD Carry builds get out of hand. Ranged or Melee doesn't matter - killing a squishy in three or so hits is expected, but a tank should take more like six or so hits to go down (at late game).
A lot of people correctly blame critical strike for causing a bit of a power imbalance. Suddenly dealing double damage on something that can already hit as hard a mage spells is a big deal. On top of that, it's limited to basic attacks and scales with AD so champions that don't build AD or attack a lot can't utilize it - i.e. mages and tanks. This also means that champions with greater attack speed will get much more use out of it than champions that only throw in one or two attacks into their combos - i.e. fighters and assassins. So it's a huge damage boost that can only be properly used by a single class of champions - i.e. marksmen.
I want to argue that crit itself is not bad. Crit combined with powerful armor shred is bad. Just stacking crit will amplify damage every couple hits and is pretty manageable. But with a lot of armor penetration, suddenly every attack hits like a truck and each crit hits that much harder. That combo combined with AD Carries' already high AD and AS mutate the sustained damage class into a solid burst class that can also erase tanks.
I believe this is a problem that should be addressed for the future health of the game, and I believe that I'm not alone thinking this.
My Probably Crazy Idea
I might be alone in thinking that we can leave both critical strike and armor penetration in the game and still make it balanced. But I feel that to make it work we need to make them something to choose between rather than something to stack together. The idea is simple...
Critical Strike Chance - Gives a percent chance for the champion's next basic attack to ignore 50% of the target's armor. That attack is also not affected by other sources of armor penetration the champion has.
Basically, if you plan on auto-attacking a lot you can build crit chance to increase your chance to ignore half your target's armor but the attack itself still has the same damage as every non-critical hit since it doesn't boost the damage, it just reduces mitigation from armor. If you plan on auto-attacking only a little then you can get armor penetration since it makes each of your few basic attacks hit a bit harder and also works on your abilities. An auto-attack reliant champion might not want to get armor penetration since it wouldn't boost his criticals at all and his criticals would deal more damage so it'd be more efficient to build more critical chance.
Obviously some champs would need to be looked at (I'm thinking
especially). Items would need to be tweaked but it could open the door for more diverse items for AD Carries and AD Casters hopefully. With any luck it can breath some new life into the tank class by making armor more effective since you can plan on only 50% getting ignored at most and balance around that.
Criticism is welcome so please let me know what you guys think. If it's stupid, please tell me why it's stupid (it probably is) and we can hash out some tweaks.