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Could You Rework Critical Strikes?

Skrap··2 votes·990 views

It may be an unpopular opinion but has Riot considered making 20% critical chance just make auto attacks do 20% increased damage 100% of the time instead of 100% increased damage 20% of the time? I feel like it would make the game more consistent and easier to balance as well as address some of the struggling marksmen in the early game while slightly toning down some of their late game.

15 Comments

ModWulf Helhammer3 votes

Removing crit would make the game inherently more snowbally. Which ADC got ahead would win every fight.

Currently, if you go back and build crit chance, you aren’t actually dealing any more damage from that stat then someone who doesn’t. While you theoretically have a chance to do so, you still technically have the same amount of AD as your opponent without crit.

Change crit to be something of a damage amp like Ashe, or straight up remove it, suddenly your purchases are direct offensive power. When you get a lead, you will always be dealing more damage then your opponent.

This makes recoveries and comebacks incredibly difficult, if not outright impossible in all but the rarest of cases.

However, I do agree that the end goal of a crit build sould be to remove RNG from it, something that the current itemization allows in late game (although perhaps not in the best way for the class)

Tahminatrix 2 votes

Isnt that how every lane works though....non rng crit would make the game more snowbally only if the adc that was ahead had a support who could force fights....and even then, the current lack of snowball being held by rng ? Seriously? Snowballing is a problem and adcs are the class to suffer because most of them rely on rng until they get full crit rate..

There is nothing stopping the losing lane from playing passive just like in any other lane, even tower diving is an issue unless either the support or adc is dead / backed in which case the other shouldn't stay.

ModWulf Helhammer2 votes

Except for a class that is intended to be late game dominate, you do not want them scaling at the same rate as a class like assassins or bruisers, which begin to fall off late game.

Other classes can build those flat stat advantages, because things inherent in their kit begin to be detrimental as the game goes on.

Tahminatrix 2 votes

"intended to be late game dominant" Not all adcs are designed to be late game dominant...you cant define a class of champions to be strong at a certain stage of the game and if you do then that is the problem we have had all along...defining a champion based on its class.

Infact some adcs are strongest during mid game then begin to fall off late game, Lucian Ezreal Caitlyn Quinn Varus

ModWulf Helhammer1 votes

Except for the fact that Riot has specifically tailored ADC items to be late game. Yes, there are a few outliers, but they are statistical anomalies, not the standard. Lucian, Ezreal, Graves, and Quinn (going by standard builds) do not function the same way as other ADC champions. Quinn is a ranged assassin, Lucian and Graves function somewhat as light fighters due to their close range, and Ezreal is Ezreal (he's entirely in his own class)

Caitlyn is a late game champion. She has early laning, but falls off mid-game as she needs to build up items. Late game when she has a full build, she can rip through just about anything.

Skrap1 votes

A large amount of the most popular assassins only get stronger in the late game. i.e. Shaco, Zed, Rengar, Akali, LeBlanc.

Skrap2 votes

I never suggested that crit increase the damage of your abilities, only that it makes critical strikes more consistent. Lucian, for instance could rush a Zeal, have his auto's do 20% more damage, but his q would still be terrible compared to if he bought a BF Sword. With current crit items, over the course of 10 auto attacks, you would do the same amount of damage with 50% crit as you would with 50% increased auto attack damage.

ModWulf Helhammer2 votes

I'm not saying it increases the damage of abilities. But it would increase flat out the damage you do, something that crit doesn't.

There is a difference between always getting a 20% damage boost, and 20% of the time getting a 100% damage boost.

Skrap2 votes

it is literally the exact same amount of damage.

ModWulf Helhammer1 votes

No it isn't. It may average out to the same when you look over a long period of time, but in any one fight, a constant 20% damage increase will win out.

It's why even with the old items, people still built flat AD first, because crit chance would lose in a flat out battle 9 times out of 10.

When you look at the numbers for something like this, you can't just look at the averaged out statistics, you have to look at how these things actually play out in any one fight.

Skrap1 votes

I don't think you know how math works. With 20% crit, over 5 auto attacks, and 100 AD, you would deal 600 dmg pre-mitigation. With 20% bonus damage on auto attacks, over 5 auto attacks, and 100 AD, you would deal 600 dmg pre-mitigation. What are you not getting about this?

Hayaishi1 votes

What marksmen need is to be more unique outside of "I build crit i shoot fast" That is why i like Varus' Lucian, Jhin, Ezreal, Xayah. Those type a carries that do more than abuse the steroids in their kits (Tristana, Jinx, Vayne, Twitch) Those are the healthy marksmen.

AR URF1 votes

I think that crit chance should be changed to crit damage. So auto attacks would do 1.6x at 60% crit chance.

Skrap1 votes

that was my thought on it

AR URF1 votes

{quoted}

that was my thought on it

it would get rid of rng and people that want to lifesteal would be able to.

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