What if the solution has been staring us in the eye the whole time?
Riot has been trying to get rid of RNG in League, but one thing has managed to remain unchanged - Critical Strike Chance. I'm sure many of you hate it when Tryndamere gets two lucky crits and screws up your entire laning phase. Or you and the enemy ADC sit on 10% crit and two basic attacks' worth of Health - when they crit, killing you with that lucky x2 damage and run away, laughing their asses off.
Well, what if the solution to removing that last bit of unhealthy RNG has been there ever since Season 5? What I'm talking about is Ashe's passive - Frost Shot. No, I'm not going to give a permaslow to everyone (imagine Yasuo with x2 that permaslow, kappa 😂). What I'm talking about is the way her damage scales with Critical Chance.
Unlike all other champions her basic attacks do not do additional damage when they crit. Instead, they scale with her AD like any champion's ability could - doing (100% + 10% + [Critical Chance]%) physical damage every basic attack. Right now the formula is a tad more complex to include critical damage modifiers, but this doesn't concern us as critical damage will be non-existent in the new system as nobody will technically critically strike. They will scale the same way as Ashe does. Probably you're thinking:
Ah, now Tryndamere will be even more broken Yeah, no. His damage will be a lot more consistent and spread evenly across all of his basic attacks. Their DPS will remain the exact same under any and all circumstances. Let me give examples with 90 AD, 1.00 AS Tryndamere, who does 4 basic attacks:
1% Critical Chance, crits thrice - 3x 180 + 90 = 630 damage; 157.5 DPS 35% Critical Chance, crits once - 180 + 3x 90 = 450 damage; 112.5 DPS 100% Critical Chance, crits four times - 4x 180 = 720 damage; 180 DPS
75% Critical Strike - 157.5 DPBA (damage per basic attack) 25% Critical Strike - 112.5 DPBA 100% Critical Strike - 180 DPBA
As you can see the DPS is the same in both systems. 1% Critical Chance is compared to 75% Critical Strike (seemingly unfairly) because, if you read carefully, in this example Tryndamere scores 3 critical strikes in 4 basic attacks - i.e. 75% of his basic attacks crit even though he has only 1% chance to critically strike. This results in the exact same DPS in both systems, but the distribution of his damage is completely random in the current one. If he has 1% Critical Strike in the new system he'd do 90.9 DPBA instead of having a chance to rip you a second hole in your butt if he is lucky and crits all four times, elevating his DPBA to 180, despite lacking the stats.
It might seem like those are extreme cases, but they all happen in the current system. It was no coincidence that top laners frequently took 1% Critical Chance in their runes before Runes Reforged was released, because if they got lucky that 1% could win them a fight, that would otherwise be lost - all because they scored a single crit at the right time. In the new system they would never be able to do that.
But splitpushers will get so OP There are two ways this could happen - either we give them all Trynda's ult or Critical Strike is attached to bruiser items, such as Trinity Force - and I'm fairly certain both are very unlikely to happen. Splitpushers are powerful duelists, who build tanky and rely on abilities for damage. They won't benefit from the new system because they'd have to give up a lot of their tankiness, which is key for them. Granted, there are exceptions like Fiora and Tryndamere, but they already are glass cannons. Also, Jax is known for having been able to abuse items and game mechanics the most, so if he ends up being even more broken, it's him that's the problem, not the system.
Critical Chance has always been here, it's not leaving Old Galio was released in August of 2010. He remained largely unchanged until his complete rework 7 years later (Season 7). If that's not a big enough change, the game is called League of Legends because originally Summoner's Rift (and the other arenas) were in the Institute of War, where Summoners (us, players) fought using summoned champions to settle affairs between the various factions. About 6-7 years later all that was thrown out the window in order to create a completely new backstory. Now the Institute of War doesn't even exist and there are no Summoners (and, thus, the name Summoner Spell is obsolete), therefore League of Legends itself no longer exists. If you want a change of game mechanics, then look at old runes and masteries and then the current system. Just like what I'm proposing they both do the same thing, but in a different way. Oh, by the way, where the old League Client at? 🤔
The new system can open a lot of possibilities The most important of which might actually have nothing to do with damage. It's clarity. Since in the new system nobody will critically strike the crit marker could be used to denote damage taken from empowered abilities or basic attacks, such as Miss Fortune's Double Up bounces - if the initial target dies the second target takes increased damage and that can be indicated with this marker. It could be used for a variety of abilities - Diana's passive, Evelynn's E, Empowered Rengar Q, being hit by multiple Zed Qs, Fiora E, etc. Normally you'd know you got hit by those, but in some situations it could be hard to keep track of everything, so this could help.
Consistently and value above all Instead of relying on RNG and hoping your opponent is less lucky than you are, you will always know exactly how strong they are going to be. There will never be a situation where a lucky crit changes the outcome of the entire fight. It will also cement ADC's niche as being the most reliant and consistent source of sustained damage in a team, while (hopefully) not make them a must have. It will also make sure you never spend Gold on a Zeal to never get one crit out of it, so its Gold value won't depend on RNG either. This is going to be even more important as v3.0 of Infinity Edge is released, as it will no longer give everyone a Yasuo passive and one will need more items to reach high enough Critical Chance.
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