Crit items and a direction in which i feel riot can consider going
i present an unbiased view of the current state of the game.Please read ENTIRE wall of text before coming to a conclusion about what i am trying to imply with my post :)
Lets talk about crit items and why having them balanced in the way they are currently can improve champion diversity but will reduce the playstyle-diversity and the overall awesomeness that each role gives (or is supposed to give) i am not a high elo player, though i like to theorycraft on upcoming changes and believe i am good at it interpreting the results of older changes logically based on observing how the games played out and not just based on winrates or other statistics as i personally believe that winrate/playrate/ overpowered-ness/brokenness/ etc can all be fixed by the balance team at riot games within a span of a few patches but imo, there are more unnoticed trends that do not show up on the stats but lead to gameplay issues.
thanks in advance for reading.
getting a 100% crit chance with infinity edge(the old IE as well as the new IE) seems to be the most logical choice for the highest dps possible for auto attackers,more so than lethality/pen.and marksman naturally have weaker abilities that makes lethality even less efficient. quick math: 100 armor gives 50% dmg reduction.so u having a 100 armorpen (or a lethality amount which effectively gives 100 armorpen at ur current level) against a target with 100 armor effectively gives u double the damage and this gets less efficient the more(or less) armor the target has,correct me if i am wrong (lethality cannot go reduce armor below 0 , while armor reduction can reduce it below 0) and lets just say its impossible to get 100 lethality realistically while crit (3 items currently) gives u double the damage and a true dmg in addition to it, bear in mind this only works for autoattacks
tho i am well aware that lethality buffs all physical damage dealt, not just auto attacks. which brings to why its such a must buy on adcarries.they naturally have weaker abilities.making them autoattack focused. which means crit is a must buy on them
but as crit is a scaling stat, they are kinda crap early game, having just infinity edge or just a zeal item doesnt do much.
baron minion buffs made it so that u dont necessarily need a good siege champion to close out games,one good fight into a baron means inhibitors. and lets just say that teamfighting champions, AOE damage, AOE shielding, AOE CC,damage reductions are quite strong, leading to 5v5s ending games, makes adcs going full-on teamfights with crit all the more rewarding.then again there is a clash between marksmen and non-marksmen for the better king of teamfighting, which for the most part was kinda close.
adcs have always been about teamfighting with their big crits.given that their siege isnt really appreciated, their only way to survive in the meta is to be able to contribute more to a teamfight than a mage/bruiser would,in the same position with similar lane-assignment and gold funneling or prioritization. this is not a good thing to have in my opinion.this is because:
adc 2k17 lul was the effect of this in my opinion,as games were decided with teamfights. the crit items werent in a good spot and ppl found that teamfight contribution thru damage isnt as good as utility, leading to ashe and sivir.
the opposite has happened in the past as well, tho not very noticed riot buffs the weak zeal items and reduces the cost of IE. adds fleet footwork and boom.high damage machines machines created.
midlane corki is the example for this.The time where crit was overtuned to the point where corki can just package into the enemy jungle, not fearing the enemy khazix who is supposed to be the god of jungle skirmishes. (i wouldnt count yasuo as he is a peculiar case with 2x crit chance)
SITUATION AT THE MOMENT
zeals nerfed, IE nerfed early game. boom. teamfighing machines are weaker than mages like vladimir who is also a teamfighting machine, but now happens to outclass the adcs.on hit adcs are kinda fine tho u wud genrally like to have a mixed source of carry damage so that the tanks do not just stack one particular resistance. this was a saving grace of the dangerous sea-saw between mages and adcs and maybe even bruisers. but now the sea-saw is tipped towards the bruiser/mage side
having one of each role in a game shouldnt be mandatory BUT having one role over the other SHOULD have specific benefits that should have u consider choosing it over the other
(id rather call it play-style in general, not just for a role.ive mentioned why i feel so with aatrox as an example later in the post )
do u like to teamfight? pick yasuo bot orianna mid malphite top and make it work but then if the enemy team has a sivir that can constantly waveclear and their team is smart enough to not group up, making a dive impossible u will have trouble closing out the game and eventually the sivir reaches 500 cs and their splitpushing fiora who has bought time by being annoying can now threaten a dive on the solo defender, drawing pressure. sivir being the only ranged dps champion is relatively free to attack turrets with her rapid fire cannon and stuff happens.... the best way to preserve all these well designed roles is to create an identity to them. give them a trait that no other role can easily fulfill.
***I FEEL TURRET SEIGING, POKING, KITING AND MELTING TANKS WITH HIGH DPS IS THE WAY TO GO FOR ADCS***
current situation: adcs in the midgame have now base ad, low bonus ad, medium-high atkspeed, high crit chance
Ive seen friking garens(yes, garen) with 2 half-damage items being on par with full damage 2 item adc like caitlyn with similar gold in terms of turret damage if left unchecked.
BUT WAIT
DOESNT CAIT HAVE A MILLION TIMES MORE RANGE TO BE ABLE TO ATTACK THE TURRET MUCH MORE FREQUENTLY CORRECT??
the adcs are forced into being teamfight bots while forgoing their natural strength of turret sieging, which seems absurd, but logical to me given their item choices(crit and on-hits being op on them,and none of them work on turrets).
this is very similar to the trinity steraks titanic combo in toplane.i would say that this combo is as overcentralising as the crit combo of adcs. making friking aatrox build that. seriously...aatrox a champion who is the god of sustained damage with healing, unkillable monster with an attack speed steroid and a powerful fighter buff when his passive is up, which is perfect for 1v1s and here he is...building trinity...does that even make sense?how many procs can he get off in an engage? he isnt a burst champion ffs lol.
if i were a new player, looked at all items, looked at aatrox and his abilities, i would think that blade of the ruined king into ravanous hydra/spirit wisage or ninja tabi. as they synergies with his kit well
steraks gauge seems to be logical with a champion with a playstyle like his. but steraks is only bought in conjunction with trinity,and its not for the shield, but to buff trinity procs...
it was a good choice to seperate the trinity steraks combo.balancing the affected champions who were overbuffed or overnerfed can always wait
how i would go about this crit problem:
making adcs have a reasonable way to siege will put their already weak natural teamfighting(which was exponentially improved by their current crit items) even weaker and the alisters and vladimirs of the world shits on them harder than they already do to the point where adcs will be seen less frequently than they already are.
so i suggest making crits do more damage to turrets( i am not from a balance team hence i wont know how much more damage) and when that leads to higher viability of adcs, later try reducing its effectiveness as a burst tool,while having it as a sustain damage tool to be able to deal with tanks( where the true damage from IE makes sense). i am clearly not an expert on the game, even less so on the balancing side so i cannot predict numbers or anything. but this is what i felt after seeing the current back and forth of the game and how there is a high champion diversity while there is a very low playstyle diversity.
giving each role their distinct strengths is important.
i was kinda upset when the fervor keystone was removed but it all went away with the introduction of the epic conquorer keystone. people argue that it is a weaker version of fervor, but i 100% would take a conceptually better keystone over a stronger keystone with a less interesting gameplay
which is why i feel riot has done an epic job with the conquorer keystone, giving the fighter role their dream keystone. it may or may not be balanced.but getting it balanced is just a matter of a few patches for the balance team.but the concept is epic.
There was a time i took conquorer and build rageblade second item on riven( yes, rageblade on riven lul), and did my best to just splitpush the entire game. having full stacks of rageblade and conquorer, and fighting off the defenders with my insane stats leading to a nice splitpush victory. it was a very satisfying game, for me to remember it so clearly over the 100s of other games that i played, not because i won, but because i was able to play the way i wanted to, the way i felt would give me the highest chance of winning, or just the way i fancied.