A Solution to Crit?

Namamall·5/20/2015, 4:02:53 AM·12 votes·2,284 views

Hey, I'd just like to talk about an idea I had for removing the randomness from critical strikes, forgive me if this has been thought of already.

This post is split up into several sections:

  1. General Idea - Explains the system that I am proposing.
  2. Examples - Shows a few examples of what the system would look like.
  3. Do we lose out? - You don't have to read this, it's quite long.
  4. Benefits - Explains why the system is good.

General Idea Essentially, rather that critical strikes occurring psuedo-randomly based on critical strike chance, you will crit only when you reach 100 stacks (think stattikk shiv) of critical strike counter. This counter will go up by your critical strike chance every time you attack. Once your stacks become greater than or equal to 100, your next auto attack will crit, and your critical strike stacks will go down by 100. These stacks will be visible as a buff to both you and your enemies (once again, think stattikk shiv).

When you buy an item that grants critical strike, your counter will reset to your current crit chance for the sake of consistency.

Examples 50% Chance: 50 Auto (+50) 100 CRIT (+50, -100) 50 Auto (+50) 100 CRIT (+50, -100)

60% Chance: 60 Auto (+60) 120 CRIT (+60, -100) 80 Auto (+60) 140 CRIT (+60, -100) 100 CRIT (+60, -100) 60 Auto (+60) 120 CRIT (+60, -100) 80 Auto (+60) 140 CRIT (+60, -100) 100 CRIT (+60, -100)

75% Chance: 75 Auto (+75) 150 CRIT (+75, -100) 125 CRIT (+75, -100) 100 CRIT (+75, -100) 75 Auto (+75) 150 CRIT (+75, -100) 125 CRIT (+75, -100) 100 CRIT (+75, -100)


Do we lose out by switching to this system? For this section I'm going to reference a post by Riot Reinboon in the comments of an earlier discussion of Crit Strike. http://boards.na.leagueoflegends.com/en/c/gameplay-balance/qgP5fbUQ-as-an-adc-main-crit-needs-to-be-removed?comment=0051

In this post, Reinboon mentioned some of the GOOD things about crit that would be lost if crit were removed entirely. The first one was that

Critical chance proposes a degree of possible threat that people do respond to. An ahead Marksman will be more reluctant to engage on a Marksman that's behind and has a bit of crit because of the chance of a crit still sits in the realms of possibility. This allows a behind Marksman to still project some control whereas if all damage was flattened this would be less true.

In the proposed system, crit still has this effect. However now you are not relying on luck to give you the crits you need to win the unfavorable trade, and instead are using your knowledge of when you will crit.

His second point was

There is an interaction with critical strike that I will call "crit fishing". Crit fishing is where someone will poke the enemy and then hard engage if they see a critical strike. If they don't, they back off (with the enemy sustaining back up a bit). Even though what's being tried is luck (ish, thanks to pseudo-rng it will actually be guaranteed eventually), there's a skill and a mini-game wrapped around it on capitalizing on the event. This entire mini game doesn't occur with a flattened damage situation.

"Crit fishing" is brought out even more by this system, as now you KNOW when you and your enemy will crit, and can play around it more reliably.

I feel like his third point on how the unpredictability of crit forces teams to react to a "flowing and shifting fight dynamic" is actually lost by my system, but I do not think that negative outweighs the positives.

His fourth point was about the feeling of crit

One of the hardest ones to capture: the feeling of crit. When a crit occurs, for a lot of people it's fun. The number is larger, there's an awesome fiery icon next to the damage, the damage number moves differently, your champion does different things (animation and sometimes sound), and the enemy health bar takes a heavier chunk. Each of these aspects feed off of each other. There are an ensemble of elements executing this feeling and the shift itself between adagio to allegro is what matters. Having just one or the other can be quite boring for many.

This system completely retains that critical feeling, and possibly enhances it, because you might feel the excitement of your crit stacks building up, getting towards that huge auto attack.

Also, this system doesn't affect any crit based champions such as Yasuo or Ashe, with the exception of Tryndamere, who would need a slight change, such as making him gain crit damage instead of crit chance based on his fury.


What are the benefits?

  1. Removes the RNG and luck of critical strikes.
  2. Allows for more gameplay around critical strikes and adds more skill to auto attacking.
  3. Doesn't hamper new players or those who like the current critical strikes, as they can ignore the counter and treat it as the old system.
  4. Keeps most of the good things about current critical strikes, while getting rid of the bad.
  5. Is relatively easy to implement, and simple to understand.
  6. The patterns of crit and no crit make building crit much more interesting than just more = better. Having a certain amount of crit might be optimal or more comfortable for certain champions or people.

29 Comments

Manwalrus5/20/2015, 8:32:36 PM2 votes

Awesome

DisasterSola5/20/2015, 9:43:04 PM2 votes

I think damage amplification is a better idea entirely; In a game like LoL, Archetypes should have a very clear purpose in what they do, and generally follow that purpose. RAD carries: Taking objectives and siege. MAD carries: Taking objectives and picking off lone targets. Assassins: Hit and run . Tanks: Initiation and hard CC. Bruiser: Early game dominance (High base damage, low scaling, above average defensive stats). AP casters: Burst damage to take down priority enemy champions. AD casters: Burst damage to take down priority enemy champions.

What crit does, is it allows RAD carries to take on the role of assassins, bruisers, and casters by increasing their damage 2.5 times what it would be normally, creating 800~700 damage once every second.


If riot really, really, really wants to keep crit the same, adding negative attack speed modifiers to all crit items which are above 20% crit, so 1.0 asp combined with 1.0 crit becomes difficult, would be a sufficient change to bring crit from the most toxic stat in the game, to something that requires a conscious choice.

Also: Gangplank item 3087 item 3078 item 3046 item 3158 item 3031 item 3031
It absofuckinglutely melts entire teams; Flash into the back line, melt the squishies, cleanse, ult, melt the tanks.

Okamitsu5/21/2015, 7:29:54 PM2 votes

Awesome everyone should repost/like this post. it is the best EVER!!!!!!!summoner 6 GO SPEEDY MESSENGER!!!!!!!Rammus ROLL LIKE THE WIND!!!!!!!!

CrazedPorcupine5/20/2015, 9:41:21 PM1 votes

I personally like How Crit works In Dota 2. Basically, Crit is a unique stat that doesn't stack, so you can't get more crit than is possible in your kit or from items.

This means, you can create champs that have super powered crits in their kit, and can't buy any other crit, and other champs that need to buy crit.

This would require a total overhaul of AD Itemization, but I think it would be a good idea.

YossarianSensei5/22/2015, 5:27:20 AM1 votes

Inb4 Tryndakweer FP or ban every game

Honestly though, crit is too strong of a stat - The ONLY reason it's balanced is because it's random. Unlike everything else in the game, Crit gives multiplicative scaling which means when a crit goes off, it does an ass-load of damage.

DisasterSola5/20/2015, 11:45:09 PM1 votes

FUUUUU i lost a whole long ass post explaining why crit is broken and does entirely to much damage for no reason. Even did all the math and stuff for it.

Bah. Heres the gist, because i have important math information on a notedoc.

DPH vs DPS Using full AP ziggs and the GP build i posted earlier item 3089 item 3285 item 3157 item 3135 item 3116 item 3020 vs item 3087 item 3078 item 3046 item 3158 item 3031 item 3031

AP ziggs About 700AP AP ziggs does about 7777 magical damage in 10 seconds

AD ziggs 1.67 ASP (0.28 attacks - 3 attacks per second) 643 physical damage per crit 1929 physical damage per second ADC ziggs does 19290 damage in 10 seconds.

djjomon5/20/2015, 9:00:28 PM1 votes

I think crit chance actually does increase based on AAs. It was kinda vague, but one Rioter recently explained how crit isn't true RNG, and if you miss several crits, the game will ensure one.

So your idea could definitely work. I'm indifferent though.

GuardDX5/20/2015, 9:28:45 PM1 votes

This is similar to the system that is used in Path of Exile. Each time a fight starts you get a random number 0-100 and then your crit chance is added to it, if it's over 100 you crit and the number gets reduced by 100.

The only RNG is your first attack, which I think is acceptable.