Another idea for critics mechanic

Felvyne·12/15/2014, 7:50:59 PM·2 votes·586 views

Just a crazy idea I just had.

Critics are supposed to be the main stat because of which ADCs should outdamage the other champions, a stat adquired in lategame that scales with AD and AS somehow. The concept of and ADC should be the paradigm of DPS without burst, and the current mechanic of critical hits gives them a random burst, a burst that even in early game scales well enough to become a viable option, and better the in late game. All because critics are a fixed amount of damage that happens based in a possibility of apear.

What if the % of chance of critic meant, instead, the % of additional damage based on your AD that your aa scales with every attack in, let's say, 2-3 seconds? Like the heating of a gatling: at first you shoot slow, later insanely quickly (but instead of speed, the analogy here is hitting normal at the begining and ending hitting like a truck).

This would mean that the dmg would be more constant and, imo, more fair. The counterplay to an adc would be killing him before he "heats up", not killing him before a random lucky hit oneshots you, even at early lvls.

Opinions?

PD: Sorry for my poor english, I hope you could understand well.

3 Comments

xJLx MCHammer12/15/2014, 8:22:35 PM2 votes

Or they can just remove Crit from the game because it also effects AD carries like Trynda, Talon, Zed..etc

Maybe, they should just removed it and add REAL gated scaling that rADC should and are known for. Maybe at 400(X) AD damage, rADC gain an additional 75(Y).

Gated Scaling despite being hated my players is the best way to ensure champs don't hit late game TOO Early through sheer or dumb luck.

Hayaishi12/15/2014, 8:13:01 PM1 votes

I've thought about that, it seems like a viable change honestly.

TehNACHO12/15/2014, 8:16:17 PM1 votes

What if % Crit Chance simply became % Bonus AA Damage. For example, if you have 100 AD and 50% Crit Chance, you will do 100 damage and 200 damage 50% of the time each. In other words, on average, you will be doing 150 damage per auto attack. Why not just remove that 'on average' part? Make all autos in that circumstance do 150 damage each; 50% bonus AA damage.

With this sort of change, carries are consistently powerful; not scaling out of their ass in overextended fights but at the same time not having nearly the same amount of burst related problems created by our current iteration of Crit Chance.