Thought Experiment: What if crit was removed tomorrow?

SaltyToplaneGoat··2 votes·419 views

With seeing the current threads I think it's time for a little thought experiment. If crit was gone, what changes would be needed to make ad-carries not entirely useless?

Of course it has to be something that's not RNG-related, because that's why we would remove it in the first place. Simply changing crit to a %increase of AD would not cut it I think and would be a highly unelegent solution. So... how would we solve this?

Just give ADCs a similiar wide itemisation as casters have. More active items, some of them maybe as offensive steroid like ghostblade, but with a lot of varaity. "Next X seconds fires two basic attacks with every shot" basically 100% crit, but it would be ok because it would be bound to an active item with high cooldown - and it would be visible "Oh he buffed himself up, better stay away" and not "Muh freaking lucker with his crits".

Or how about some items for peeling? Since adcs can't oneshot everyone now they need some defensive options now to defend themselves. How about an active item with a small knockback? (only ranged, projectile line shot that uses the basic attack animation).

Or what do you think about items for a more riskier playstyle? Active item: While active basic atatcks drain X health, but also deal additional Y damage on hit.

Adc would still have more stats to invest on as compared to mages (who don't have to buy attack speed in most cases in addition to AP and penetration). All in all: removing crit could be the chance for a wider and more intersting adc itemisation.

Because right now, no matter what you build: IE+ Other crit item is the core, no matter what you play.

Or what do you guys think about it?

9 Comments

Angry Monster4 votes

So i am going to jump on a bad idea people have had in these threads. Some people want to make items that do % bonus damage on every hit(so spells do not get more power). The problem with that idea is that brussier can pick up one of these items for legit extra damage.

Part of what makes crit ok is that you have to build into it. Running below 55% makes ADCs damage to unpredictable. Just giving flat extra bonus damage is going to give earlier boosts that is going to ruin the gating of ADCs.

Ouroborous HD2 votes

it would be league of bruisers all over again

SaltyToplaneGoat1 votes

Limit some of the new items "for ranged only" and make them designed to specially defend against bruisers. Suddenly it's even again ^^

Maximum Zilean2 votes

I don't know about AD carries. But some crit based fighters would be needing compensation also. Gangplank Tryndamere

SaltyToplaneGoat1 votes

They are both really in need for a rework anyways... Both of them are just walking "balls of stats" right now. I can see them both functioning quite fine without crit as precision is by no means a core theme of them. A rework will be needed tho...

Honstly, Tryndra's theme is "murdering everything by hitting you with his sword until you die" - Not "precise lethal strikes that finish you off quickly".

Gangplang on the other hand is more the result of "Hey, let's make a pirate champ" - but with no actual ideas on how to make this a unique mechanic for fighting...

The Queen Viper1 votes

... the game would be a lot better.

67chrome1 votes

With seeing the current threads I think it's time for a little thought experiment. If crit was gone, what changes would be needed to make ad-carries not entirely useless?

They can currently run: item 3072 item 3153 item 3085 item 3035 item 3071

For not much of a drop in DPS, you're just relying heavily on AoE damage and using armor pen for your chief secondary multiplier rather than crit.

Not as solid with single-target DPS, but largely the same damage to towers (which you can't crit anyways), and sieging towers when an enemy team is trying to defend it is the main reason to pick an ADC in the first place. There are plenty of non-ADC options for physical damage, sustained damage, and late-game scaling.

I'm not sure you'd actually need to compensate ADCs/Marksman in general with a replacement if you removed crit, as a decent number of them would still be able to function without it.

They'd just become a class like Tank/Fighter/Assassin/Mage/Support where running them isn't 100% mandatory, and you'd have alternative choices crop up in the marksman position - with some that are clearly not good and out-performed by a variety of alternatives, and some that are still pretty solid.

For most seasons, caster-esque marksman focusing on big AD with item 3072 or weaving spells and autos together with item 3078 have been the marksman most frequently chosen, often circumventing their weak early and reliance on a strong late by just going straight for a strong, caster-heavy mid-game anyways.

The issue with removing crit would be more with removing a certain playstyle. Producing more annoying play styles, or removing a lot of clarity from the game.

You'd no longer have an incentive to run glass-cannon sustained damage champions, and instead you'd only really find glass-cannon mages or some tanky, irritating, blue-build Ezreal things. Moving the champions in LoL less from a very clear and heavily specialized build into a more bland, typical RPG meta-golem kind of deal. Which damages the reasons to have LoL's style of itemization in place to an extent. And you'd remove the fairly clear idea of focusing the marksman first in a team fight, which could lead to some communication issues in several games and damage a general backbone of strategy ADC's kind of place in the game by reliably doing the same thing and being in every game ATM.


Also - you'd heavily damage specific champions specifically reliant on itemizing for crit, namely MasterYi Yasuo Gangplank , as they specifically rely on crit for their ability ratios to really come in line with most AD burst rotations, taking a hit on early power with the promise of better late game power.

Tryndamere and Ashe could likely keep Crit just as Jax kept dodge chance through dodges' removal. Trynd, and most light fighters, are almost better off played item 3074 item 3035 item 3071 assassin/Riven builds anyways.

SaltyToplaneGoat1 votes

That's ONE other possible build... Also I don't think that it's a bad thing that adc isn't a mandatory class anymore in this scenario. As long as they viable it's ok, there is no need for them to dominate the meta as they have done for YEARS now.

This would be the greatest change of meta league would ever experience. Adc no longer mandatory... imagine the possible team comps from this...^^ it's kinda boring to see the same meta every game...

For Yasuo, I would simply change his passive from getting bonus damage on Q and basics depending on his attack speed. ^^

Lost R1 votes

It wouldn't affect me much. Whenever I do play ADC, I never build crits, which tends to be a challenge when I'm trying to get some more attack speed. My two go to items for attack speed are the Wit's End and Zephyr. A big problem at the moment, though, is that most attack speed items are also accompanied with critical chance, which ends up being useless on champions like Azir and Lulu.

Removing critical chance would force a lot of item redesigns, since most of the reason you buy the Infinity Edge, Statikk Shiv, Phantom Dancer, and the Triforce is because of the crit chance. Yasuo and Tryndamere would need recompense for the loss of half their passives; Pantheon's second passive gives him 100% crit chance against enemies below 15%, so you can easily just go "Oh, he just does double damage to near-death enemies now" and literally nothing about him will change.

As for the others? I don't know. I'm trying to respect the philosophy about keeping a firm distance between providing core items with both offensive and defensive values, and regular damage items would be pretty mundane if you started giving more attack speed items flat damage values (which would also be mundane). Tryndamere is all about fighting like a berserker and muscling through the pain, so he could possibly have his crit chance replaced with lifesteal or high HP regen based on his rage. My only thoughts for Yasuo are to give him extra armor pen the more flow he has (giving him a small window of opportunity to deal extra damage once his shield takes a hit), or perhaps give him extra armor/magic resist, but these could make him TOO powerful. Or too weak. Obviously lots of testing would have to be done. This isn't a standard stat tweak; you're getting rid of an entire stat.

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