How crit is holding back this game and should be removed:
So, every now and then there is a discussion on crit coming up here on the boards and especially with the Marksman changes coming for the preseason things are getting interesting again.
And after thinking about it a little and even trying to figure out a no-crit-build to wonder how it plays like I've come to the following conclusion: crit should be removed. Honestly, it should have been gone when they deleted dodge, but I'm not that worried about it because it's RNG, altho that is a problem in it's own - no, there are even more problems that crit causes:
Problem 1: Crit is extremly strong - and pretty much a reason people hate it is that at a certain point the enemy marksman just hits you two times with a basic move and almost murders you with it. This makes balancing tricky too...
Problem 2: There is literally zero item diversity for ADCs. You either grab dat crit or you lose. Only a really small group of ADCs can get away with special gimmicy builds (such as MF with this build:
+ situational with AD / Or some Blue Ezreal), but most of them are forced to go for crit. If you compare this to AP champions, also a very squishy damage-class, this is absolutely laughable. With AP you have options, mostly depending on the champion you are playing. ADC has been pretty much the same thing since the release of the game.
Problem 3: It totally fucks over the initial champion design. Because, why use abilities when you could just use basic attacks for more damage? Why do you even have a kit if it's almost completly overshadowed by a basic action? Why do we even bother having different adcs when they all play just so extremly similiar (caster-types excluded)?.
When I tried out this MF build I showed above it was the first time I actually enjoyed playing an ADC: because with my items my playstyle was a lot more ability focussed: I didn't just right-click people to death like some caster minion on steroids, I ACTUALLY PLAYED THE CHAMPION.
I've seen people complaining that this game has become stale - well, if you want to get some fresh wind in here, why not touch up the one class of champions that is pretty much still stuck in season one development wise?
As I see it, ADCs have three "sub"-classes:
1.) Spammy AD mage (Urgot, Ezreal, MF maybe), focus on poke and kiteing, often have to deal with mana issues
2.) "Classic" long range dps (Cait, Trist, Jinx, etc.) - focus in positioning and are easy to "get cought", but weight it up with constant DPS
3.) Close combat (Vayne, Lucian, etc.) - focus on being a bit "closer to danger", focus on kiting and dodging stuff with abilities.
So, when you look at the items you have to design at least one for every group specifically. Each of them presents a unique group, such as the "Juggernauts" present one and have certain items that just go well with their playstyle. But with crit existing, every adc is forced to play like the "classic" group - pretty much killing the diversity in play that we could have.
We might have to tweak Yasuo and completly rework Tyndramere if we removed crit, but that's in the realm of whats possible I think - Tyndra needs a massive rework anyways...
Tl, dr: Remove crit, make marksmen more unique by pushing the focus on their AD-scaling abilities. It might be better for the game as a whole.


or squishy DPS. Immobile ADCs and ones without good ability scaling get left behind because they're not going to be given the same type of utility, survivabilty, or mobility as melees.
and
are prime examples of this).
also has a kit that feels so empty on its own that he doesn't really feel meaningful through his abilities, a problem with several other marksmen too, and that's likely tied to the fact that marksmen are expected to just right-click opponents to death and scale super hard with items.
isn't as omnipresent and crazy powerful as she is now :P ). An effect like that would not only allow marksmen to have autoattack-based power beyond just more damage (you could have CC or utility, too, something that would be a lot more difficult to implement as a permanent on-hit effect or random bonus), but could also perhaps allow integration of abilities as well. Heck, with a system like that you could even have non-marksmen itemize for crit too, as champions like
,
and
are all rewarded for consistently autoattacking. Three-strike doesn't have to be the solution to crit, but it shows that crit has the potential to morph into something a lot more fun for everyone involved, and doesn't necessarily have to disappear.
think how his mains would crai.
for instance.
Ult, Auto, Volley, Auto is going to dole out a TON of damage.
ADC are known for their DPS, but in a game where burst is as powerful as it is, without some way for Marksmen to modify their DPS to be relevant before six items, then they need something a bit ridiculous.
as the only forseeable type of ad build. a burst character like
- those items can also work good in a AD build.
for example that focus on auto attacks and have moderately high cd compared to someone like ez or mf who have like 10 second cd on base spells. thanks to this post tho i did find a interesting post about reworking it to constant growing damage instead of random chance full damage since i will admit the luck of the draw
can be the best thing ever or have your teammates saying your bad cuz your unlucky this game