Crit in its current form is bad for the game

DeusVult··3 votes·296 views

Man, that was a shit title. Anyway, crit (crit chance and crit damage) as it is currently used and calculated in the game is a terrible design choice, and has the opposite effect for those that use it than what was intended for their class.

Memes aside, the whole "ADCs deal more burst damage, in a shorter time frame than assassins since the assassin rework" is pretty much true, as long as those ADCs go 3 crit items (usually item 3031 + 2 zeal items, when combined with an ADC's attack speed or AD steroid.) Why is this bad, in terms of champion mechanics and class design. Well, think of League boiling down to a game of rocks/paper/scissors. Tanks beat assassins burst, and can CC them to allow their backline to kill them, ADCs have the sustained damage to kill tanks, and assassins and burst mages have the raw burst damage to kill an ADC. Now, while this is a massive oversimplification, as different champions have different strengths, which makes league 10,000 times more fun than rock/paper/scissors, and other classes where left out, (supports buffing ADCs or tanks, juggernauts, bruisers, artillery mages.) this is generally how balance boils down to in a game of league. Is my tank line healthy enough to survive their ADC? Is my assassin fed enough to kill their ADC? Does my ADC have the items to deal with their frontline? Well crit takes this whole scenario and throws it out of whack, because when ADCs get 3 crit items, they deal damage to EVERYONE. They take the game of rock/paper/scissor and turn it into a game of bloody knuckles, except that the ADC gets to wear brass knuckles. Not only do they have the sustained damage to whittle down tanks, they can kill off they enemy backline with 3-4 autos, maybe even less.

There are some cases where crit makes sense. Jhin, with his low attack speed, but his 4th shot is a heavy hitter, and he uses a lot of spells. Caitlyn dealing a ton of damage to trapped enemies, and when her headshot is up. But not Trist jumping in after a reset to get a quadra in 6 auto attacks. Not Jinx rockets critting, not Vayne Ult-Q for 1300+ damage.

Now, aside from the archaic nature of crit, how its uses psuedo-RNG and until high enough crit chance is stacked it is practically luck, and how dodge, the defensive version of this mechanic was removed from the game for this exact reason, Crit needs to be changed simply because it gives too much power to a set of champs that already have a ton of it, and take them from being a sustained damage source and turn them into a sustain burst.

IMO, if crit is to be retained, crit should be reworked in a way that it works with its intended users current strength: sustained damage. Instead of crit chance, you get a damage ramp based on how much "crit" you currently have. So based on the amount of crit you have, your damage increases by 1/10 of your current total crit, until you reach your current total crit. So, if a champ had a zeal (20% crit), then their autos would gain 2% damage, up until their 10th auto, at which point their autos deal 120% of their AD. (Could be balanced around stacking on the champ [with a short stack duration] or the on the target, [with a longer duration] depending on which feels better and stronger.) If they had 50% crit, they would gain 5% crit per auto until 50%, 100% would be 10% per auto until 100% increased auto damage. IE and crit damage multipliers could remain the same. And IMO, melee champs would need to gain the damage twice as fast, (1/5 total crit until current crit total is reached) since they have a harder time landing continuous attacks during a fight.

Specific mechanics such as Jhins fourth bullet dealing 200% AD + missing health, etc (hes got a damn paragraph for a passive...) increased damage on headshot and traps, Xin W third hit, could all remain, as they are within the strengths of the champ (jhin limited high damage window, cait zone of control especially now with her poor AS scaling, Xin extended fights and love of 3, etc)

But all in all, remaking crit into a scaling sustained damage threat rather than a lucky burst one would be incredibly healthy for this game.

2 Comments

Naga the god1 votes

Oh man what a huge topic I would love to talk about so much. Unfortunately I do not have the time RN to type this but I will say 2 things:

  1. When dodge was removed, critical wasn't altered to address that change. IMO it should have been. How I'm not sure exactly but something should have been done about it.

  2. I like your idea but in order to implement that they game will change A LOT and I am not sure if RIOT wants to do that. Literally if they were to change something like how critical works the game would no longer be LoL, it would be LoL 2 or something. Also, we don't really know what RIOT balances around etc to have a more objective outlook of the situation.

Sohleks1 votes

I'm thinking crit could be changed and with it a revert to last whisper or something like that. Have to be careful to not make LW a must have for all AD damage scenarios though.

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