NEW SYSTEM: Dexterity (replacing Critical Chance)
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
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I. INTRODUCTION I. 1. Video I. 2. Resume
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II. SYSTEM'S LOGIC II. 1. Critical System II. 2. Precision System
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III. REWORKS III. 1. Item Reworks III. 2. Champion Reworks III. 3. Rune Reworks III. 4. Mastery Reworks
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IV. FAQ IV. 1. Champions IV. 2. Gameplay & Buildpaths IV. 3. Other
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#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.
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#II. SYSTEM'S LOGIC
##1. (CURRENT) CRITICAL SYSTEM EXPLANATIONS
http://i.imgur.com/VsBR91s.png
Say, for example, that you buy an
on a level 5
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.
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#III. REWORKS
##1. ITEMS
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UNIQUE PASSIVE:
Critical strikes deal 250% damage instead of 200%> Increases your maximum Precision by 50%. Increases your total Precision by 50%. -
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.
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%.
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.
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.
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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. -
** 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.
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**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.
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.
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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)
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#IV. FRENQUENTLY ASKED QUESTIONS
##1. All About Champions
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Q:
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
'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
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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.
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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).
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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.
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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.
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#Thanks for reading!
is my usual go to with
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