I don't think the problem with crit was RNG...

RoflsMazoy·11/12/2015, 9:29:04 AM·1 votes·664 views

The Problems

  1. There is no actual counter to crit. I think the core problem with crit is there's just no counter to it. There is item 3143 but that only gives a very minor 10% crit mitigation and also slows basic attacks so there's less crits overall, but it won't stop the fact that when someone's hitting you they'll be doing more damage than you sometimes. I'll take Tryndamere as an example. One of the biggest reasons people hate him is because it just takes one or two random crits to win a trade, then he hits 6 and becomes unstoppable and snowballs the game. Even if you used some way to change crit like this guy's non-RNG crit system suggestion, you can't exactly counter getting hit, even with all the escapes you could possibly have on one champion. Eventually he'll hit you, and when he crits you can't do anything about it.

  2. Crits don't take skill This is mostly sort of a weak argument because there's not much you can actually do about it but it does deserve some mention. You can outskill someone, do some crazy maneuver like summoner 4 into a bush to lose aggro then jump out just outside of the range of whoever you're fighting so you get some more distance so they can't hit you as much, but it's Tryndamere. He right clicks once and crits you into oblivion. It's a situation I'm sure a lot of people have gone through, and one of the factors that make people want to remove crit from the game. But honestly, in my opinion, the fact that crits don't take any skill is sort of important.

It is a well known fact that League isn't exactly the most noob-friendly game. Between all the "gg noob reported" and the fact that you won't learn any advanced techniques or tactics unless you find them yourself or look them up, it's pretty damn hard to get good at league. In my opinion, crits provide an easier way for new players to do well in a game. It's an easy to learn mechanic which can be applied in many different ways that you don't have to actively think about, and it can contribute a lot to the game.

But crit never evolves. A crit can only go from "a chance to do extra damage" to "a chance to do a lot of extra damage". Pretty much the only difference in levels of play is that certain champions get the "a chance to do a lot of extra damage" a lot earlier in the game than everyone else.

tl;dr: Crit is bad because there's no real way to counter crit, but in my opinion we still need crit even though it's cheap

All of this is my own opinion, and in real life I've known my opinion to be extremely bad at times. Please be constructive if you want to comment.

5 Comments

The Viiruz11/12/2015, 9:33:52 AM1 votes

Take a champ with a stun, decent burst and ignite top lane. You no longer have a problem.

SlyTheFoxx11/12/2015, 9:39:04 AM1 votes

I miss dodge :<

Cherysse11/12/2015, 10:01:34 AM1 votes

Lets see, an AD champ that benefits from crit can have its damage upgraded by 250%-275% almost immediatly with runes and IE, and more if you are Yasuo. Also you are able to deal damage constantly.

Instead an AP champ has to scale slowly and depend on magic pen and CDR. It has to wait for the skills to be available, damage can oftenly be dodged as they are skillshots and they are even more squishy than a regular adc, as they can't get a full sustain option. All this nerf on AP is about Ludens ruining the game and the new AP masteries, they don't know what to do....

Tanks can only reduce a part of the damage they take and earn extra life, and they have been nerfed severally instead of nerfing those champs that are causing all the trouble on the first place.

CRITICALS: a solution would be to introduce the Temper stat (from wow and other RPGs), it reduces the chance of receiving a critical strike % (not by a flat amount, but trully %), so if you have 50% temper and the enemy has 60% crit, in the battle calculation it will only have 30% crit chance against you.