NEW SYSTEM: Dexterity (replacing Critical Chance)

Flamer Lord·11/25/2014, 6:59:44 AM·100 votes·12,574 views

http://i.imgur.com/vta66pw.png

######EDIT 10/2014: RENAMED PRECISION FROM DEXTERITY. ######EDIT 02/2015: ADDED AN FAQ SECTION. TAKE A LOOK ! ######EDIT 09/2016: REVAMPED TEXT. UPDATED FOR NEW ASHE.

#Table of Content

  • I. INTRODUCTION I. 1. Video I. 2. Resume

  • II. SYSTEM'S LOGIC II. 1. Critical System II. 2. Precision System

  • III. REWORKS III. 1. Item Reworks III. 2. Champion Reworks III. 3. Rune Reworks III. 4. Mastery Reworks

  • IV. FAQ IV. 1. Champions IV. 2. Gameplay & Buildpaths IV. 3. Other

######. ######.

#I. INTRODUCTION

Hello everyone! I'm Flamer Lord, working on improving the game as best I can and make League of Legends the best possible experience for each and everyone of us. I've recently posted a thread about another game improvement I'd like (ping mute). You can find it here!

##1. VIDEO

Before we start, here take a look at this video showing you the current Critical Chance system in which a Zed with 1% critical chance runes can kill another Zed that outplayed him only because he had more luck. ######SET THE VIDEO AT 1:32

https://www.youtube.com/watch?v=b4LZWS8ZDmk&feature=youtu.be


##2. EXPLANATIONS So what does the current Critical System actually do? Well, it is a mechanic that boosts damage output from basic attacks by having a random chance of getting 200% of the basic attack damage, the more Critical you have, the better your chances of getting that bonus damage. That boost scales with the more AD you have, so it's not 'Regular AD'. But then, there is a factor of LUCK. And this LUCK is the reason why, when you play better than your opponent, you can still potentially lose your trade against that 1% crit Zed.

What do I suggest? I simply suggest to have every single basic attack to deal the AVERAGE damage 'Critical' SHOULD do, keeping the exact same damage outputs, gameplays, buildpaths, effects on champions, etc. The logic behind that is that for every 1% of Precision, you deal 1% bonus damage ON YOUR BASIC ATTACKS only. Extreme opposites stay a copy-past of critical; meaning if you have 0%, nothing gets boosted (you deal 100% of your basic attack damage) and if you have 100% Precision or 'Critical', EVERY SINGLE BASIC deals double damage (200%), pretty simple. 'Precision System' is just a fix for the RNG curve between those 2 opposites (for critical system) so that it stops being randomized and instead become a straight, calculable line caping at 100% (except if you have IE). ######(OPEN IN NEW TAB) http://i.imgur.com/mZxkoRs.png

I've done a few tweaks to champions directly impacted by that global mechanic change in the Reworks section. Actually, those tweaks are just text tweaks (since nothing about them gets changed). Please feel free to comment, ask and suggest anything you think about this system. Also, the more people we get in agreement with this (upvotes), the bigger our chances (see what I did there) for Riot to take a look at this thread and update the game.

I will add any suggestion to improve this new system and any correction that makes sense. Okay, let's start with the current system, CRITICAL CHANCE.

######. ######.

#II. SYSTEM'S LOGIC

##1. (CURRENT) CRITICAL SYSTEM EXPLANATIONS

http://i.imgur.com/VsBR91s.png

Say, for example, that you buy an item 1051 on a level 5 Lucian on your first visit at the shop after you've recalled. (you already have a Doran's Blade in your inventory); you now have 71 AD (64 (Lucian's base AD at level 5) + 7 (Doran's blade bonus AD), your Critical Chance (X) will increase by 10% from the default 0%.

http://i.imgur.com/lPLcqyF.png

That means, theoretically (and I'm just talking about the output), that on 10 basic attacks, 9 of them will deal 71 damage (639 total) and only 1 will deal 142 damage (142 total) for a grand total of 781 damage. ######BUT THIS IS PURELY THEORETICAL, SINCE IT IS A SYSTEM BASED ON LUCK, YOU MAY GET MORE CRITICAL HITS (INCREASING TOTAL DAMAGE) JUST AS MUCH AS YOU MAY GET LESS, OR EVEN NONE (DECREASING TOTAL DAMAGE), AND ALL THAT DEPENDING SOLELY ON HOW LUCKY YOU ARE OR HAVE BEEN.

http://i.imgur.com/Qm94NxM.png

So why is that problematic? Because Critical Chance is a system that can quickly get out of control if anyone gets lucky enough to abuse it. In a competitive environment like League of Legends, having zero critical hit over the course of 3 basic attacks with 50% critical chance can be very frustrating, just as much as having your opponent critical hit you 3 time in a row with only 40%.

But Critical Chance plays a role in the game and in build paths for AD carries. The system I recommend keeps the exact same role, but this time it is not randomized.


##2. (REWORKED) PRECISION SYSTEM EXPLANATIONS

http://i.imgur.com/uc2wrFu.png

Basically, this would lead into replacing words ''Critical Chance'' in every item by ''Precision''. So, in the same previous scenario; with 71 AD at level 5, a Doran's Blade and a Brawler's Glove. Your Precision (X) is increased by 10% from the default 0.

http://i.imgur.com/hGco0GN.png

That means, not theoretically anymore, but SCIENTIFICALY (still talking about the output only), that on 10 basic attacks, all 10 of them WILL deal WITHOUT ANY DOUBTS 78.1 damage for a total of 781 calculated damage. ######THAT IS THE EXACT SAME DAMAGE OUTPUT CRITICAL CHANCE SHOULD ADD TO ANY CHAMPION, BUT INSTEAD OF BEING RANDOMIZED LIKE CRITICAL CHANCES, IT IS CALCULABLE. PREVENTING PLAYERS PLAYING BETTER THAN THEIR OPPONENT TO LOSE AN EXCHANGE, PRESSURE AND/OR THE GAME BECAUSE OF LUCK.

http://i.imgur.com/mt8s2xR.png

If the system was to be implemented, Riot Games would just have to remove words ''Critical Chance'' in item descriptions and replace them by ''Precision''. Then, they would need to fix a few items, champions, runes and masteries which I listed below.

######. ######.

#III. REWORKS

##1. ITEMS

  • http://i.imgur.com/506UV3H.png

  • http://i.imgur.com/cRev3pe.png

  • item 3104 UNIQUE PASSIVE: Critical strikes deal 250% damage instead of 200% > Increases your maximum Precision by 50%. Increases your total Precision by 50%.

  • item 3185 UNIQUE PASSIVE: **Basic attacks deal 0,9% bonus damage per 1% Precision as physical damage and reveal enemies hit for 1 second. ** ######Example: You have 61% Precision, your basic attacks will deal 55 bonus physical damage from this item.


##2. CHAMPIONS ######Damage from champions below will stay the exact same, they are only de-randomized.

  • Ashe PASSIVE - FROST SHOT (Unchanged, only text update) Ashe's basic attacks and abilities apply Frost Shot to affected enemies, slowing them by 5 - 25% for 2 seconds and causing subsequent basic attacks against them to deal 10 + precision% AD bonus physical damage while they remain slowed. PRECISE SLOW: Ashe's basic attack damage is not increased by Precision, but instead slow them by an additional ((5 - 25%)*precision [up to 100]/100), decaying over the duration to its normal strength.
Example: You have 80% Precision and are level 18, your basic attacks slow for 25% + 20% = 45%.
  • Garen E - JUDGEMENT ** Garen rapidly SPINS his sword around his body for 3 seconds, dealing 20/45/70/95/120 plus 70/80/90/100/110% of his attack as physical damage to nearby enemies every second. Garen can move through units while SPINNING but moves 20% slower when travelling through minions and monsters. Judgement deals BONUS damage equal to Garen's Precision**. Judgment deals 25% less damage to minions.
Example: Garen has 100 AD and Judgment is level 1, it will deal 90 damage per second with 0% Precision and will deal 106 damage per second with 18% Precision.
  • MasterYi Q - ALPHA STRIKE Master Yi teleports to strike up to 4 enemies, dealing 25/60/95/130/165 (+100% ATTACK Damage) physical damage to each and an additional 75/100/125/150/175 damage to minions and monsters, while simultaneously becoming untargetable. Alpha Strike deals BONUS damage equal to 60% of his Precision. Basic attacks lower the cooldown of Alpha Strike by 1 second.
Example: Master Yi has 100 AD and Alpha Strike is Level 1, it will deal 125 to champions and 200 damage to minions and monsters if Master Yi has 0% Precision, and it will deal 148 damage to champions and 236 damage to minions and monsters if Master Yi has 30% Precision.
  • Pantheon E - HEARTHSEEKER STRIKE (Unchanged, text update) Pantheon focuses and unleashes 3 swift strikes to the area in front of him, dealing double damage to champions. Pantheon also becomes more aware of his enemy's vital spots, ALLOWING him to always crit enemies below 15% Health. Passive: Pantheon's basic attacks and Spear Shot gain 100% Precision against TARGETS below 15% Health. Active: Pantheon focuses and deals 3 swift strikes in front of him for 13/23/33/43/53 (+60% BONUS Attack Damage) physical damage per strike. Deals double damage to champions.

  • Shaco** Q - DECEIVE (Unchanged, text update)** Shaco teleports nearby and becomes invisible for 3.5 seconds. His next basic attack within the next 6 seconds will deal 140/160/180/200/220% damage (this damage scales with Precision damage buffs).

Example: Shaco has an Infinity Edge (+50% Dexterity Damage) and has his Deceive level 3; his next basic attack within the next 6 seconds after teleporting will deal 230% damage.
  • Tryndamere **PASSIVE - BATTLE FURY ** **Tryndamere fury bar now caps at 1000 instead of 100. Tryndamere gains 50 points of Fury for each attack (+0.5 per 1% Precision) and an additionnal 100 points for killing a unit. Every point of Fury increases his Precision by 0.035%.

  • Whenever Tryndamere does a basic attack, Spinning Slash's cooldown is reduced by [Precision/ 100] second(s) (can't be more than 1 second). Twice as much against champions.

Example: Tryndamere makes a basic attack with 50% Precision, he will gain 75 points of Fury. If he last hits, it would rather be 175 points of Fury.
  • Yasuo PASSIVE - WAY OF WANDERER Yasuo builds toward a shield whenever he is moving. The shield triggers when he takes damage from a champion or monster giving him a 60 / 65 / 70 / 75 / 80 / 90 / 100 / 110 / 125 / 140 / 160 / 185 / 215 / 250 / 290 / 340 / 400 / 470 shield for 1 second. Yasuo's Precision is doubled, but the bonus damage he gets from Precision is reduced by 10%.
Okay, I've got alot of feedback from people thinking this would be broken. The damage output would stay THE EXACT SAME.

######EXEMPLE: You have a Yasuo with 100 AD and 25% critical chance = 50% critical chance in the current system (doubled by passive). Yasuo now has 5/10 basic attacks that deal 100 damage and another 5/10 basic attacks that deal 190 damage (because he has -10% critical damage). Now replace critical by Precision, your Yasuo will have 10 basics dealing 145 damage (because of the -10% precision damage) leading into the same exact damage output. But not random.


##3. RUNES ######RENAMED PRECISION INSTEAD OF CRITICAL, NUMBERS DON'T HAVE TO CHANGE.

  • Greater Mark of Critical Damage: +2.2% Critical Damage > Greater Mark of Precision Damage: +2.2% maximum Precision. + 2.2% Precision.

  • Greater Seal of Critical Damage: +0.78% Critical Damage > Greater Seal of Precision Damage: +0.78% maximum Precision. + 0.78% Precision.

  • Greater Glyph of Critical Damage: +0.56% Critical Damage > Greater Glyph of Precision Damage: +0.56% maximum Precision. + 0.56% Precision.

  • Greater Mark of Critical Chance: +0.93% Critical Chance > Greater Mark of Precision: +0.93% Precision

  • Greater Seal of Critical Chance: +0.42% Critical Chance > Greater Seal of Precision Damage: +0.42% Precision

  • Greater Glyph of Critical Chance: +0.28% Critical Chance > **Greater Glyph of Precision Damage: +0.28% Precision **


##4. MASTERIES

Masteries have been changed after this thread has been posted. There is no mastery to tweak right now. (Edit 9/5/2016)

######. ######.

#IV. FRENQUENTLY ASKED QUESTIONS

##1. All About Champions

  • Q: Gangplank is Critical dependant, would that kill him? A: No, in the Precision system, Gangplank will still deal bonus damage on his Q depending on how much Precision he has. And the damage output would be the same as what Critical actually SHOULD give, but is not able to do right now.

  • Q: Would Yasuo 's passive make him broken with the new Precision System? A: No, Yasuo already benifits the current Critical system with his passive doubling his chances. Doubling Yasuo's Precision would have the same impact than doubling current Critical, the only difference is that every Yasuo attack will deal the same damage (this is less than a critical, but leads into the same damage overall).


##2. Impacts on the Gameplay and Build Paths

  • Q: Would people just rush Precision because they will be absolutely certain to deal bonus damage? A: Once again, no. Because, Precision is not good early game (just like critical) because it gives % of your current AD into your basic attacks. This means you need to have AD items for that to be effective. It also scales with attack speed. Precision will be played exactly like current Critical Chance.

  • Q: Would Melee Champions just rush those items because they are so OP? A: No, Precision is not better -nor worse- than Critical. It only de-randomizes it. But yes, we will still see Shaco players take their Infinity Edge if they want to (and Deceive will still scale with it).

  • Q: Wouldn't ADCs be completly broken? A: No, well, not more than they currently are. It will just prevent 1% Crit runes ADC to win the game because of that lucky-crit-all-in-abuse in the early game and 80% Crit build ADC to lose it because of that unlucky-zero-crit-over-three-basic trade.

  • Q: Would replacing Critical Chance taking away the possibilities of making a comeback play? A: In facts, it will only prevent doing more or less damage than what you're supposed to with your gold. You will still be able to make comebacks by making strategical decisions and optimized choices. Some might consider taking more risks when you are behind so that you can potentially comeback, but this should not be. The only thing that should matter in a competitive environment like League of Legends is individual skills and team spirit. RNG should not be a factor, which is the purpose itself of this thread (removing it). I'm certain you wouldn't be so happy after you've played far better than your opponent and that, after all those efforts were rewarded, he kills you because he successfully critical hit three times in a row with 40% critical chance, right?


##3. Other questions

  • Q: Why would Precision System be a good thing? A: Because in a competitive environment like League of Legends, you want players to come on top of each other; and that can be extremely frustrating and stressing. It should always feel as though the player that played the best wins... and RNG contradicts that fundamentally. Riot Games removed Dodge system back in the days because it was so randomized and frustrating. I'm pretty sure the Critical System is still there because is core is important and that they can't just leave a hole removing Critical System will let. The Precision System keeps the core of the Critical System but removes the randomness that ruins players' experience.

######. ######.

#Thanks for reading!

131 Comments

Mannering11/25/2014, 10:04:40 AM39 votes

All of you saying that it would nerf or make champs op are idiots that didn't read the text in it's entirety. Over the course of 100 auto attacks, this does the EXACT SAME damage that you statistically should be doing already. The only thing this changes is stability and consistency. I for one, think it's a great idea. There's a reason why RPG's for decades have used the dexterity modifier over a crit %, it's far more logical and consistent.

Xel Meshif11/25/2014, 12:51:34 PM20 votes

Well they already removed dodge because it was too random and frustrating, i dont see why they couldnt do this to crit too. Nice idea

vind11/25/2014, 7:01:50 PM18 votes

Yes, this removes another RNG from the game but effectively it just turns all crit chance into percentage AD (without ability scaling). Why introduce another variable when you can accomplish effectively the same with an AD multiplier?

Critical hits are often added to games as a "soft blue shell" without obvious rubber banding (although crits are rarely implemented as true RNG, typically noise based gives more even distribution). 1% crit can ruin lanes but likely is creating more big plays that you don't notice.

I do not think the current system is ideal. Scaling the damage based on level (e.g. 50% + 6%*<level>) or crit chance (e.g. 50% + <crit chance>) is one way. Or shifting power to penetration, (e.g. ignore all arpen/armour multipliers on a crit) would help to smooth them over. Flipping the chance/damage would do the same too (50% chance of <crit>% bonus damage, 66% with IE).

There are many options for the crit system, but I don't think "100% smoothing" really adds anything that warrants a new stat.

10110011100011/25/2014, 11:46:50 PM18 votes

smh all the people who can't comprehend the idea of crits being bullshit.

I run 2% Crit Chance in my runepage for AD champs because it's bullshit. I once stole dragon as Lee Sin even after missing my smite because I crit it. And I do this knowing all the horseshit that can come out of it once I nail a crit on an enemy.

Your Precision system is solid. Rito pls.

Edit: Oh god, the downvote, it burns, ad mains 3stronk. They might landa crit and get double downvotes on me!

EDG Cleanlove11/26/2014, 11:52:41 AM16 votes

You know, I was thinking about the whole crit system the other day. I pretty much came to the same conclusion as you did as to what they should do with the system. The way I imagined it though, they could even get creative by changing the type of bonus damage the item gives, for example an item that gives the precision bonus in magic damage or true damage (with appropriate tradeoffs to the item for that power.

Since they removed dodge already because they deemed it too random, I see no reason why they would not implement a change like this, as dodge is basically the equivalent of crit on the other side of the spectrum. For a while, ADCs gravitated around pure damage and lifesteal, but with the recent changes to ADC itemization it just led to them adopting the critical strike build path more and more.

In it's current state, it's pretty silly ESPECIALLY for ADCs because if you duel your lane opponent, sometimes you won't get a crit on 3 auto-attacks in a row with 45% crit chance, while the other guy gets 2 crits in a row with 20 or 25% crit chance. This is also why I find it annoying to lane against a tryndamere top. Most of the time it goes well, but sometimes he just gets those early game lucky crits that completely sways the lane in his favor. +1

Anger Face11/25/2014, 8:35:37 PM16 votes

I personally think RNG should have no place in competitive games so I like this idea.

Bumping this in hopes of a Rioter posting his or her perspective.

Meep Man11/26/2014, 10:05:36 PM13 votes

Yes, this would solve a lot of Super Lucky problems deciding some fights and sometimes games. I really like this and Riot should definitely look into and consider this.

AHeroNamedHawke11/26/2014, 10:01:48 PM13 votes

+1 OP

I've been saying we need this for a while, but people are thick and don't understand math

Fighting Lucian and losing because he Q->AA double crit you with IE while you got no crits is dumb

Rebonack11/26/2014, 9:49:55 PM13 votes

All this system would do is remove variance from Crits and put an end to 1% Crit chance cheese.

There's really no reason at all not to do it.

Weazyritzstrket11/25/2014, 5:42:49 PM11 votes

Bump. It sounds more reasonable but i don't really get it. I would love to see a rioter's perspective on this.

Knight Devout11/26/2014, 4:52:59 PM11 votes

The reason I don't like crits in LoL is because, well, they are the only last RNG thing left. If we consider RNG in Dota2 , there it is a huge parts of how the game is played. http://dota2.gamepedia.com/Sange_and_Yasha RNG Slow http://dota2.gamepedia.com/Mjollnir RNG Slow AoE http://dota2.gamepedia.com/Skull_Basher RNG STUN!

I REPEAT, A RNG STUN! If we give a LoL champion a RNG stun i can see Doublelift committing Sudoku immediately after dying to him. And for a good reason: the more impactful the event is, the lesser it should depend from luck factor. Especially in LoL, where RNG doesn't impact ANYTHING, the way crit are dealt with should be changed.

Let's make another example, World of Warcraft. In that game, casters can also crit, meaning that a high damage spell could potentially crit , hitting anywhere from 40 to 80% of your total health (this has been changed in Draenor where pvp has essentially doubled health). And for PVE? Being hit by a boss critical attack often meant sudden death for the tank, and the wipe of the raid (the boss "aces" the whole 25 people group and you have to start over). However, since death of the tank in PVE had HUGE implications (25 people restarting an event that could last 10-25 minutes), Blizzard made a stat , called defense rating, that made tanks unable to be crit. That's right, even in a game where crits were made available to everyone (even healers!Some healers where actually better with crit chance than spell power!), raid bosses, which where the ultimate challenge of the game, couldn't crit.

It's a matter of

#CONSEQUENCES

LoL basic attacks bear far more consequence than those other games. Unless we are talking about Dota2, which, as shown, is far more intertwined with RNG in every aspect of the strategy. (Let's repeat it, RNG stun!) Because of that, that sudden stroke of luck can impact the game much more significantly.

Riot please!

Kingsgrave11/25/2014, 11:52:25 PM9 votes

all the video really tells me is that crit runes should be removed

Rabid Husky10/11/2015, 7:21:06 PM5 votes

at first i was skeptical i was brought here by a much more recent post...but i read it and just wow this system would mean a solid power spike in gameplay for marksmen and melees who build crit! many times i would play and get called bad wince i was simply getting unlucky in my crit chances while my opponent was with vice versa being true for as many games. i hope riot can get this system up tho my only question is item 3031 item 3142 item 3046 item 3072 item 3006 is my usual go to with item 3153 item 3035 item 3087 being switchable but heres my question true you need ad much like the current system but wouldn't the power go down? with my build the max precision would be 90% so it would be 240% max damage with IE and I've seen people gamble with less crit to try making up in raw power, i might be over thinkin it since crit damage runes are a thing still tho good system

Omnipherious11/25/2014, 1:45:26 PM5 votes

You should probably add that with this type of system in place of Critical Strike/Chance, there would need to be an associated buff icon to let you know when the % increase in damage resets.

It doesn't need to have a complicated timer, just match the duration of the 'in combat' status.

As as side note, I don't think Dexterity is the right name for this. Precision is probably more suitable and accurate since 1) precise, targeted strikes on an opponent are more effective and 2) it makes more sense thematically that high precision would allow you to make increasingly devastating strikes against the same opponent.

Knight Devout11/27/2014, 4:07:25 PM5 votes

It's kinda disheartening how low the general level of understanding is. I swear, there are some comments here that look like a three year old kid wrote them, without ever reading the whole post. I won't even point out what those mistakes were, because they were already preemptively explained in the OP (Regarding Crit interacting ability, Yasuo, Yi, turrets, etc.)

We aren't talking about Red and Pink in Blood Moon Elise, we are talking about numbers.

If you want to discuss wether randomness is good or bad for the game, you can. If you want to discuss that lucks is something that is tied to a player ability, you can.

If you want to argue that this and the current crit system are different, YOU CAN'T, because it's math, it's statistics, and your personal opinion won't change it.

ayNigerianPrince4/16/2015, 3:40:24 AM5 votes

Well thought out, and would be great to see this implemented.

+1

FantasySniper4/16/2015, 3:31:13 AM4 votes

For Frenzy, what if we just got rid of it's dependance on criticals precision altogether? Every attack increases your AS by 3% up to a max of 15%. This solves the "definitely not as useful as before" problem, and opens it up to more AS based champions, it should be working just as well as before (if not better) and be worth using as a high-tier mastery point.

Ashe's and Yasuo's passives just plain need to be replaced, so I don't think there's a need for repurposing them to the new precision system.

http://sd.keepcalm-o-matic.co.uk/i/quit-slackin-and-make-it-happen.png Riot.

RNG Remilia11/27/2014, 5:39:00 AM4 votes

Remove Crit and replace with Dex Suddenly ADC becomes an actual consistent carry role Players realize that carrying themselves out of "elo hell" is now very possible Players are becoming better at an increasing rate as they fly through the ranks Increased number of better players = stronger competition at all ranks Decrease in number of trolls, afkers and toxic players Community becomes extremely supportive meaning the rate that players become better increases even further Riot removes Tribunal because no one has been reported in over a year since removing Crit League of Legends is now known to have the most peaceful, supportive and intelligent player base in history Player base is so amazing it literally cured cancer, depression and terrorism The exact opposite happens if Crit stays

Drackolus3/19/2015, 3:45:11 AM4 votes

I've kind of been thinking about this myself for a long time, but my biggest thought was "isn't that like putting a deathcap passive in little bits on different items?" But now that I think of it, first, it only affects auto attacks, unlike a deathcap which would affect everything that scales with ap... so an infinity edge would not make riven's q do more damage (besides the ad on it, of course). I'm all for this.

oh, but you also forgot Tryndamere 's spinning slash - the cd is reduced by 1 second each critical strike. You could make that a partial second reduction based on precision... which is weird, but there it is.

MEMEME67011/26/2014, 12:15:52 AM3 votes

You've yet to provide a compelling argument in favour of changing the system over, when you look at...

  1. Many people will be upset by this change, while not very many people are upset by the system remaining how it is. People dislike change, and get very angry about it if an entity does an action they don't like, as opposed to an entity not doing something they like.

  2. Crit chance appeals to a certain kind of person. To them, this will be almost a personal assault, as you are removing one of their favourite//well-liked parts of the game from them, and giving them a very boring/bland thing in return.

  3. Crits feel good. Even on minions and monsters, you get the cool crit animation, the numbers are bigger, etc... This mechanic is not cool and does not feel good. (Crits do feel bad for the person getting critted sometimes, but it is not outweighed by the overall satisfaction the player gets from critting (including crits on non-players.)

If you can address these, you'll be making actual progress in the field of removing RNG. Until then, you're just saying what tons of other people have said before you, and nothing has changed yet, so...

Drakylon11/26/2014, 5:02:20 PM2 votes

The problem with this change is that crit is supposed to be random. If you replace that with a simple damage multiplier, an ADC with more gold will always win against one with less, making fights even more of a matter of stats -- something Riot is trying to shy away from.

And don't spout the "damage remains the same" argument again. That only applies over the course of 100 attacks, and almost no fight goes that long. Even at maximum attack speed, it takes 40 seconds of constant autoattacking to get off 100 attacks (that means no ability animations and limited repositioning -- bad habits for any player). By that point one side will already have died or run away. With the crit system, an overall weaker champion at least has a chance of winning against a stronger one in an auto-attack war with a lucky crit or two. With the precision system, 1% more precision will win of the fight (assuming all abilities hit and other stats are the same).

4nth0l0gy11/27/2014, 6:45:49 AM2 votes

So, if the sole difference between Precision and AD is that Precision only increases the strength of auto attacks...why would you ever buy a Precision item over an AD item?

That's my main problem with it.

7ha7guy77711/26/2014, 5:02:55 PM2 votes

Yasuo's current passive reduces his crit damage by a small percent to "compensate" for the double crit chance. How can you change his passive to do roughly the same thing for precision if precision is a percent increase in AA damage?

SeQingTV 01111/17/2015, 4:16:43 AM1 votes

I would like to share my thoughts on this change from crit chance to precision. It will change the gameplay alot. Sure as they say, 1% crit chance is all about luck and can change the tide of the game. But that is the point of the game. It is meant to be unpredictable with many different comps and gameplay that riot has intended. This change will be against what they wanted. Imagine how powerful precision will be on champions that can benefit extremely well from it. For example riven.

Riven gains bonus ad from her ult, and her passive provides bonus %dmg. With, precision, you have to include that % bonus dmg mixed in with precision, but that would just make her alot stronger overall. Cause she has an assure damage boost on each auto attack instead of the crit chance where you need to get lucky for the bonus damage boost. Imagine if a champion also bought tri force, or a champ like lucian using it. It is an assured damage boosts that will completely set a meta that will last for a long time. That will completely change the gameplay and rely more on certain lanes.

This completely goes against what riot originally intended. Remember the video they released in the beginning of preseason 5? They completely explained what they wanted in league of legends. A game where they can have different possibilities, plays, team comps. Changing crit to precision will completely do the opposite of what they wanted. It will lead to people wanting the most overpowered champ that goes well with precision and just lead to the same or very similar comps.

We can't leave out the champs with on hit effect skills. What about them? They are currently abe to crit their skills, for example gangplank. If this does not work with on hit effect skills, then that completely makes him useless for these changes. I do not support this idea of precision. It was a good idea, but it isn't as fair as crit chance in my opinion.

It Is I Emoto11/26/2014, 12:27:47 AM1 votes

but um.. with 100% precision, you deal 100% of your ad with every hit, right? this means, as adc with 325 ad will deal 650 damage on each auto attack. Don't you think that it might get out of control if one has more precision than the other one, causing them to win fights in some cases?

Anguibok9/11/2015, 8:34:01 AM1 votes

Why create another stat if he totally do the same than another (By précision and buff you AD, or buy AD and buff your AD). I think (if i undertand good the proposition), this proposition is nonsense, and remove crit is better than replace it by precision. I agree with the fact we chould remove luck from crit, but replace it by another stat who have the same effect than AD is not intresting.

I think crit is a good idea, but we should control it (I will try to traduce my french post who talking about 4 possibility)

LaserDeathBlade11/26/2014, 6:46:26 AM1 votes

This has been suggested before and written off as OP as fuk

One of the biggest things keeping Crit in balance is the RNG part of it - it means you have to invest a lot of items into crit/ad/as for it to be worth

Right now it's not worth it to put down 720g for like 15% chance to crit because you can't bank on that being useful in your time of need - but if it were just an X% dmg multiplier, then it's very easy to calculate that after Y amount of AD, it's super worth it to build X% of damage multiplier.

GermanEskimo11/25/2014, 11:15:08 PM1 votes

isnt this just the same as removing crit and just adding more AD onto items though? and i kind of enjoy the whole luck system in a game, sure it does sometimes frustrate u, but when u crit with like < 10% crit chance, its like getting an early christmas gift lol