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Critical Strike Solution - No more random, yet still awesome!

58304318_DEL··5 votes·1,193 views

We all know that Critical Strike is completely random and it's not possible to predict when it's going to strike. While such randomness doesn't suit this type of game, we wouldn't want it to get removed, simply because it's just awesome to strike one and deal massive chunk of damage to the enemy!

Here's the solution, that would end this problem once and for all, while keeping all the item stats, damage ratios and coolness of this stat!

 

               You would always strike on the 3rd attack,

           but you'd decide what damage does that strike deal


 

After obtaining any amount of Critical Strike Chance, a new formula applies to your Champion:

Every 3rd attack against the same target will critically strike, dealing damage based on these last 3 attacks. All of these 3 attacks has to have capability to critically strike (auto-attacks and some abilities). Maximum gap between each of these attacks can be 2 seconds ... otherwise the counter will reset. Changing the target will reset the counter as well.

Examples: (excluding reductions)

Champion with 200 Damage and 20% Critical Strike  - 1st Attack = 200 DMG  - 2nd Attack = 200 DMG  - 3rd Attack = 320 CRIT   [200 AD + 120 CRIT]

Champion with 200 Damage, 25% Critical Strike and +50% Critical Damage:  - 1st Attack = 200 DMG  - 2nd Attack = 200 DMG  - 3rd Attack = 425 CRIT   [200 AD + 150 CRIT + 75 C-DMG]

Champion with 200 Damage, 30% Critical Strike and ability, that can critically strike:  - 1st Attack = 200 DMG  - 2nd Attack = 320 DMG (Parrrley)  - 3rd Attack = 416 CRIT   [200 AD + 216 CRIT]

or  - 1st Attack = 200 DMG  - 2nd Attack = 200 DMG  - 3rd Attack = 536 CRIT (Parrrley)   [320 AD + 216 CRIT]

If you have any questions, don't hesitate to ask. I think that there could be a lot of new strategies coming out of this, with no more randomness and unexpected damage spikes that could ruin the battle for you!

18 Comments

Earl Eulrich3 votes

this won´t work, as AutoAttacks are designed to be relatively independant on target-changes + creating reliable brust on sth. primary ment as dps (auto-attacks) should probably be avoided...not to mention permanently counting autos to fall back/disengage every 3rd would really be annoying on a mikro-lvl.

Antlan51 votes

Couldn't have worded it better. Not to mention champions like Tryndamere and Yi that are already critical strike beasts that ace on finding isolated targets would have an easier time becoming broken, with a guaranteed crit every 3rd strike they wouldn't need to waste money and inventory space on building crit chance and could just focus on building damage and one shotting you once the 3rd attack came up.

58304318_DEL1 votes

Edit: Annoying? I can imagine right now how many possibilities could be achieved with crit strike on the 3rd hit. You could quickly back out before 3rd hit, you could fight back, or simply be the one harassing by dealing quick 3 strikes to the enemy and disengaging back. I think it would be fun and not annoying...

~

Leaving critical strike as it is right now is pretty annoying too. As I saw someone post before: If 2 ADCs get IE in 1 lane and start trading, I can assure you, that many times one will hit for 400DMG and the other one only for 150DMG. This can get even more annoying if the "lucky one" crits twice in a row, while the "unlucky one" remains dealing basic damage.

Many times players need to rely on their predictions, while with crit, there's nothing to predict... You can be in a situation, where you're diving and 1 crit makes you kill your target and gives you a chance to simply escape, while if you don't accomplish that crit, you will die by turret hit.

At the moment, as the game is right now, only way to lower this "randomness" is to get as much crit chance as possible, since higher number you have, lower the luck is.

Earl Eulrich2 votes

Oh well, I´m all for getting rid of RNG - but your solution won´t work for that i´m afraid.

On http://boards.na.leagueoflegends.com/en/c/live-gameplay/hbEj1jWi-can-we-finally-phase-crits-rngesus-out-of-the-game you´ll find a really good discussion about the Issue with a lot of more practical solutions.

58304318_DEL1 votes

Making crit chance a % damage boost would work, but it would lose the charm of the stat. Also what would we do with champion crit animations? Some of them are really cool.

Now, I've read other solutions too, like doubling the crit chance and lower the damage (it's still a RND tho), or charging the crit strike (where would be more counting of autos than in this mechanics) to release a strike...

I hope people understand what I'm trying to promote here: You would always strike on the 3rd consecutive attack (which could players use in their favor), but you would decide, how much damage you will deal on that 3rd strike.

Sightless661 votes

People understand. It's not a hard concept. However, having every crit-based champion in the game have to play a three-hits minigame sounds really, really boring. I don't want that mechanic. It's the sort of thing that could work on an individual champion's kit like Diana, but if I'm playing Jinx or Corki or Lucian, I have no interest in counting my autoattacks.

Your solution would remove RNG and it would introduce some more gameplay, but it would be the exact same gameplay for every crit-based character. I don't play most champions to count my autoattacks. If I had to, I'd quit playing those champions.

58304318_DEL1 votes

Now I see your point. You're probably right in some way..

Hmm.. If only we could make crit represent some action, like something that you accomplish and thanks to that you will deal that critical strike. Coz present crit is either too random, or just entirely overused by a champion, where you spam it over and over...

Earl Eulrich1 votes

If only we could make crit represent some action, like something that you accomplish and thanks to that you will deal that critical strike. Coz present crit is either too random, or just entirely overused by a champion, where you spam it over and over...

THe thing is...crit primarily serves as a scaling factor, i don´t think it has to creat major gameplay besides that.

Earl Eulrich1 votes

The easiest thing would be to hand the crit-animation over to sheen. This actually would make it available on a lot more instances (there are so many great crit-animations you never see on ap-champs) and fit better, as the animation indicates some sort of purpose from the character attacking (and sheen is a deliberate action), while crit is just a random thing that happens.

For the big numbers people tend to love...i personally would prefer to scale the numbers with dmg delt and maybe even the colour (yellow->orange->red).

disregardable1 votes

Critical strikes don't naturally happen that often though...

58304318_DEL1 votes

What are you talking about, if ADC has over 33% Critical Strike (which they always do) then yes, they do happen more often...

Antlan52 votes

the problem is that 33% crit chance means that every attack has a 33% chance of criting. Not that every 3 attacks wil result in a crit. If very lucky he can even crit every attack or if very unlucky he can crit only after 20 attacks. This is the problem with crit chance rework. You'll be removing the chance and luck of it happening and adding a sure thing every 3 attacks. You would in fact be making critical strikes more powerfull than they are now.

58304318_DEL1 votes

Guys, I'm not sure if you read the main post, but it seems like you didn't. Yes, critical strike would be happening every 3rd attack, but the damage of that critical strike would be defined by amount of crit player has.

In the end, having 33% Critical Strike now or after the change, would be the same damage-wise.

Antlan52 votes

I read it, so ok we have 33% crit strike now and it's the same as after the rework. the problem is that you're getting rid of the chance. It won't be a** chance** anymore. From what I understand it's going to be every 3 strikes so lets do some math. Right now tryndamere need a very high crit chance to become unstopable. Meanin that he has to sacrifice damage to get that chance. From what I understand, he'll have the crit every 3rd attack, sure he has 33% and 33% after the change, but he doesn't have the chance, he knows that he's gonna crit on the 3rd attack. So he says "You know since I don't need this, I'm gonna build damage". Suddenly the Tryndamere with 200 AD and 60% crit chance, has become a tryndamere with 500 AD and that knows he's gonna crit on the third attack. Our problem isn't the crit damage. We can see you're not changing that. Our problem is that you're gettin rid of the chance that it'll hit or not, you're making sure that it hits every 3rd attack. Champions that sacrifice damage to get the chance no longer need to do that and can just build straight damage.

TL:DR: The randomness that you're opposing is what makes crit chance broken(true) but it's also what stops it from being even more broken. It's a gamble. You can crit and 1 shot someone or you can not crit and die. With your system the crit will always be there.

PS: Critical strikes are very unbalanced on League right now. No one will deny that. But it's a very hard system to balance out. And this solution won't be any better.

58304318_DEL2 votes

Ok, you're saying that you read it but you clearly didn't understand it. I will try to help you understand it more clearly:

Tryndamere with 35% crit. chance will crit on 3rd strike, but deals only +35% damage out of last 3 strikes. Tryndamere with 100% crit. chance will crit on 3rd strike too, but deals +100% damage out of last 3 strikes.

While you may say, ill buy 8% crit so I crit every 3rd attack, but the damage made out of that crit. will be negligible.

Leti the Yeti1 votes

Idk but luck is part of my play style lol

Zielmann1 votes

But crit chance is not completely random. It used to be, but they changed it to improve the reliability. I can't find the patch notes or posts that explained it when they made the change, but they set it up so that your chance to crit ramps up with each auto-attack, resetting after you do land a crit. The end result actually feels better for both those using crit and those playing against it.

If you're running crit, you shouldn't find yourself in an unlucky streak where you get far fewer crits than your crit chance would theoretically give you. On the flip side, it's nearly impossible now to get two lucky crits in a short time span early in laning (when your actual crit chance is very low). This actually was a problem a while back, because one or two lucky crits could win you the lane.

The end result of the normalization of crit is that you get fewer cold streaks but also fewer hot streaks. But over hundreds or thousands of autos throws out, you'll still average out to whatever your overall crit chance is.

Knight SoIaire 1 votes

too spiky and too bizare

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