A way around CRIT/RNG
A lot of people complain about crits (rightly so), how they’re based around luck (RNG), and how it feels frustrating playing as/against crit-oriented champions (hello
). Many people have asked to remove crit from the game, but this would end up destroying ADCs who function on crit. Thus, I decided to come up with a way to modify the crit mechanic, by removing RNG to the maximum possible extent. My idea is this-
There are 5 flat percentages for EFFECTIVE crit chance – 0%, 25%, 50%, 75%, 100%. Whenever you hv an amt of crit chance falling in b/w 2 flat %s, your crit chance defaults to the lower one (b/w 0 to 25, goes to 0, and so on). This means that, although you have 30%/10% from items nowadays, your stat will show your EFFECTIVE crit chance only. Also, all crit chances are measured per 4 AAs –
0 = 0 crits out of 4 AAs, 25 = 1 crit out of 4 AAs, and so on. Moreover, the cits give preference to the first AAs made by the user. (25 = 1st AA will crit, 50 = 1st 2 AAs will crit, and so on), but the next ones will not crit till u AA 4 times, and then the cycle refreshes. Got it all?
If this is possible, there would no more RNG left in the crit mechanic (you could also give an indicator for the crit user and his allies only, to check whether his next AA will crit or not), and it would be a lot easier to balance champs and items around it.
Now, for crit items, keep the 30% crit chance on all AS crit items (although they would effectively give you only 25%, through the above-mentioned mechanic), but PLEASE, FOR THE GAME’S SAKE, REVERT
. I’ll tell you my reason(s) for this:-
Previous iteration of
used to give 20% crit chance, which when combined with
(previous iteration) and 2 AS crit items, gave you 100% crit chance. But, this build path left only 1 slot in inventory for a defensive/offensive item, making reaching 100% crit risky. So, riot decided to modify
to its present iteration to allow ADCs to reach 100% crit within 3 items. But, this where the problem starts –
it became a useless first buy (doubles crit chance, doesn’t give any), so people wouldn’t rush it for the early AD.
Even if it was bought after completing 2 AS crit items, it gave you 120% crit chance, but 100% was the max cap, so you ended up overshooting by 20%, which seemed like a waste of gold.
’s old passive, where it gave crits 50% extra dmg, was a problem, sure, but to destroy that problem, riot ended up creating an even bigger problem. it was given TRUE DMG on crits against champs. This led to other carries who used crit feel overbearing bcos of their inherent dmg. This passive was completely unnecessary in my opinion.
’s was already a weak item, now it’s basically useless once
is bought by the carry, so why even bother? This shifted the meta from tanks to bruisers, divers, and assassins, culminating in this one-shot fiesta.
So, PLEASE REVERT IT, OR IF YOU DON’T WANT TO, CHANGE IT LIKE THIS:- Stats – same as before (80 AD, nothing else) Unique passive – gives 20% crit chance for every 30% crit chance the user has from other sources, upto 40% crit chance max. (if user has slightly less than 30, defaults to 0%, and is unaffected by EFFECTIVE crit chance) Meaning, if I hv <30% crit chance from other sources, I’ll get 0 fm IE, if I hv >=30%, but, <60%, I’ll get 30% crit chance, and if I hv >=60%, I’ll get the full 40%.
This way:-
100% crit can still be reached in 3 items. (2 AS crit items + IE)
it still isn’t rushed on every champion (it doesn’t give any crit on its own)
If you do buy
, you don’t end up overshooting the cap by 20% like you do with the present iteration.
Also revert
(i don't think i need to explain my reasons for this) and remove
(I think we can all agree that it just isn't a healthy addition to the game).
I agree champs with non-flat EFFECTIVE crit chances must hv their numbers tweaked (hello again
), but these changes wouldn’t hurt to be implemented, would they? I mean, they’re not exactly too impactful or large-scale right? Pls give ur feedback in the comments section below.
Also, if the above changes make crit too strong, consider shrinking the no. of on-hit effects that can be applied by crits.
BTW, i know this belongs in the Gameplay+ sub-board that's going to launch soon, but i just wanted this idea out there ASAP. also, if you guys have any corrections/suggestions you'd like to make (ideas for a different crit item????), pls feel free to mention them.
if you took the time to read it all, thanks a lot.