So Let's Say We Remove Crit,

Chromatic Eagle··17 votes·5,486 views

What do we do about crit focused items and champions? Can IE be reworked? What about people who enjoy critplank? Then there's probably the huge tuning of ADCs. I don't think these are bad decisions, but what would you like Riot to do?

62 Comments

Sozan516 votes

I don't think crit should be removed.

Just the RNG side of crit.

Chromatic Eagle8 votes

I'm confused by that statement. Isn't crit by nature RNG?

Sozan515 votes

Right now it is.

However there are multitude of ways to make it non-rng. The most obvious one is, of course, making 1% crit chance translate to 1% bonus damage on autoattacks.

IE would obviously increase the current bonus damage you have by 50%.

The average damage would be the same, but the RNG would be completely gone.

There are other ways it can be done, but this is really the simplest one.

ImHerVoice2 votes

so thats a buff.

Nty no adc buffs.

Spacesuit Spiff5 votes

{quoted}

so thats a buff.

Nty no adc buffs.

Love when this community panics about "buffs" and "nerfs", when in reality if Riot changes something to make the game more functional they'll probably rebalance it later.

Anyway, one thing we could do is merge crit and Apen into one stat, which increases physical damage done by a percentage. This includes the flat damage on abilities, whereas AD is dependent on how the abilities scale. It could be as simple as 15% crit increasing physical damage by 15% (or whatever numbers would make that balanced). This would be a lot clearer than the mess that is Apen right now.

ArkenStorm1 votes

So much yes. Soooooo much yes

Ok sure but why1 votes

Ashe you should sue

Sozan51 votes

Well, I still think it should apply to every adc, not just Ashe...

On the other hand - how the fuck did you find a random post in an almost 3 year topic just to write that? xD

Ok sure but why1 votes

Tbh was just looking for resources for a crit post on my own

Googling "League items that once had crit" gets me "I think riot should remove crit entirely" apparently

Sozan51 votes

Meh, there aren't many notable ones.

Trinity Force Atma's Impaler Youmuu Ghostblade Avarice Blade Executioner's Calling (it was quite a shitty item back then) Cloak and Dagger (don't quite remember if it was available on SR, but I think so)

I think that's all.

Ok sure but why1 votes

Yeee I already made it but thanks

got one dislike and was swiftly ignored

Sozan51 votes

As per usual.

You gotta add a cute gif in your post and a picture - then it will get much more recognition (still, it will get no attention from Riot). And no, I'm not kidding. Example:

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/gGOodu1A-riot-i-am-all-for-counterbuilding-but

Ok sure but why1 votes

Ayyy I'll give it a shot

SmokinSickStyle6 votes

What he meant could be possibly a reference to someone reworking crit to be every X basic attack, where X varies based on how much "crit chance" you have.

Much like you know that every 3rd AA makes Jax proc his passive.

It's more akin to Cait's passive, you charge up shots and you know when you are gonna crit.

This should remove the luck part.

I have 0 knowledge about this matter though, so don't take this post as 100% trusted.

Sightless661 votes

That is one possibility, although it is often criticized for giving every AD carry a new mechanic similar to Cait's passive that would be very important for them to manage.

A different proposal is derandomizing crit. Right now, every single point of crit gives you a 1% increase to your autoattack damage, and every point of extra crit damage increases that by .01% (so, with an IE every point of crit chance gives you a 1.5% increase to your autoattack damage). However, the RNG nature of it causes variability, so your damage can vary above or below the expected dps. A common proposal is derandomizing crit by making each point give you 1% increased autoattack damage (and presumably doing the same for items and critting abilities). This would lead to exactly the same expected dps, but no randomness. It's about as simple as a solution gets. I personally think it promises the least overall change on the way the game currently works and is balanced.

ImHerVoice1 votes

actually its PRNG not RNG. it means you crit even more often because of riots shit coding. If it was actually RNG then it might not be as fucking annoying as it is right now =]

MrSc0tty4 votes

Just change crit to a flat %damage increase of autoattacks and crit-capable abilities.

IE makes all crit amplification 50% more effective.

So do that, and then we can look at balancing specifics later

GuiltyGecko3 votes

Crit should be fairly easy to remove. You can calculate the average damage of critical hits, and replace it with a flat bonus that isn't random. This system should work fine for auto attacks, but some champions that have abilities affected by crit would have to be slightly reworked. That's okay though, because it's better for game health that crit gets removed.

Sire Hippington2 votes

Rework crit to every X(for example 4) hits you land a critical strike, which everyone has by default. However, the crit damage starts at 0%(so normal AA damage). Items now increase the damage of that crit, or add aditional on-crit effeckts(item 3087 give a chainlightning on crit, scaling with critdamage for example) IE changes the number of hits till crit(like 3 instead of 4) Crit stacks seperatly for minions/monster and fall off after some time if you don't hit the respective target.

pros for this system:

  • No more random, but predictable.
  • Still grants bursty damagespikes and shiny big numbers
  • Allows for interesting on-crit mechanics
  • Still servs as aditional multiplier for dps
  • can't be abused for zoneing/harrasing because you can't pre-stack on minions(seperated stacks)
  • clear difference to ad-caster builts, as the burstspike is delayed(4th(3ed with IE)hit after the start of a trade) compared to the upfront burst of a ad-pen focused built.
  • difference from as+crit to ad+crit, ad+crit grants a strong execute at the end of the trade, as+crit grants high and more reliable dps.
  • no abuseable by assasins

cons: Obiously a lot of work to rebalance items and champions

SexyTaylorSwift1 votes

That would basically be like Cait passive on every champ though.

Sire Hippington2 votes

exept that it can't be used for zoning, as minons and champs have seperate stacks Also, isn't caits passive a way more engageing and interesting mechanic than the random crits? Would it really be a bad idea to give champions a more interessting mechanic that offers more counterplay and thus more skillexpression than rightclick and pray to RN-Jesus?

SexyTaylorSwift1 votes

I don't like crit. I don't like it for the fact that they preach about removing rng for "clarity" yet they allow ADCs to have a massive power spike with 1 single item. I'm not arguing anything against it...more so arguing that is isn't fair to Cait to have everyone have the same passive and then some lol.

Sire Hippington1 votes

cait could recive a new passive?

  • hers is still different, as she can pre load it, and got the brush interaction.
xXSomeoneElse1 votes

sure they have a massive power spike after IE. but I mean really if IE is their first item they probably will only crit for maybe around 300-400 damage and that 1 in say every 4-5 auto attacks if you can't burst down a squishy af adc or vacate the area and take 4+ auto attacks you deserve to get hit with that crit. and if people would actually you know focus the adc and make them have to kite and not just stand there auto attacking they'll have to attack less between moving significantly reducing their dps. and during that stage unless one side got completely fed the adc's on both teams should have practically the same items at that point and it really comes down to getting outplayed or which support is performing better.

Sightless661 votes

Also, isn't caits passive a way more engageing and interesting mechanic than the random crits?

Yes, but it's also a mechanic I don't always want to play with. I play Cait for that mechanic. I don't particularly want it to become a major mechanic on every ADC. It sounds really, really, really boring to have a major mechanic like that on every single ranged autoattacker.

I'd rather have a straight %increase to autoattack damage. Easier to balance, and works just like the current game does except no randomness.

SilverDrake2 votes

Crit isn't the issue the issue is item 3031 . It just gives to much of a spike when buy one item. I don't think the nerf to 20% crit chance was enough. I think it should be like 15% so that you have to buy more crit. Right now most adc champs end the game with 50 or more crit chance with only two items. The should have to by at least 3 items for that kind of crit chance. Also the fact most crit items also have attack speed it makes it seem like the adcs are crtiing more than they should.

JustMyBassCannon3 votes

Crit is definitely a problem, of which Infinity Edge is a symptom. The power spike is due to how powerful Crit innately is, and it boosts the power of that.

If Crit was a more normalized effect--if it had a build-up, instead of spiking DPS--Infinity Edge would no longer be a symptom of the problem.

JedenVojak1 votes

Crit must remain, and it must remain in it's full RNG glory. Making it static damage would make it boring and pointless.

From what I've seen, the people who want to remove crit tend to be looking at crit as some form of unfair mechanic. That when they get crit 2 times in a row from a person that has 10% crit, that their win or kill was stolen in some fashion.

Let me disavow you of your false beliefs; You are not entitled to kills, and you are not guarenteed them - if you failed to account for crit chance in your assult on your foe, than you have no one to blame but yourself. Even if you get crit 7 times in a row (you poor bastard) that is neither unfair nor undesirable, because the same phenomenon also exists in reverse and you can also crit your enemy.

JustMyBassCannon1 votes

Mages don't get crits. Ever. Their spells never have a 5% chance to deal twice as much damage.

Supports don't either. Leona doesn't have a random chance for her stuns to last twice as long, or for her abilities to deal twice as much damage.

Bruisers can't afford Crit Chance, they don't scale well if their build isn't mixed offense/defense, and there are no Crit/Defense items now that Atma's is gone.

Actually, the only champions who can afford Crit are Marksmen and a very select few of melee assassins/carries.

The Yetii Rider2 votes

Umm...supports don't get crits? That's a lie lol.

Sona, Soraka, Janna, Lulu, Karma, any ranged support who likes to harass with autos can easily pick up a 1% crit chance rune. With almost no noticeable drawback (you lose like 0.9 MR pen, oh no) you get the full benefit of a critical strike every 100 autos or so. It doesn't seem like much, but those random crits will secure more kills for you than any other rune in the game.

JustMyBassCannon1 votes

...

I'd question your sanity, but I have enough of my mind devoted to questioning my own.

Supports do not get any special benefit from crits, and I can't name one single reason to get crit on them. None of their abilities are strengthened by Crit, and you're literally just hoping that you can get one lucky crit at the right time to get a kill you really don't deserve.

Never mind that I was talking about their spells, because supports are focused heavily on spellcasting.

Sightless663 votes

The problem with this is that if I get crit 7 times in a row, that is something I had no control over. I could have made the right decision by entering into a fight that I would be guaranteed to win 999/1000 times, and I can either win or lose because of something that involves no choice or good/bad play from either me or my opponent. It is quite literally a computer rolling dice to decide who wins. That's a frustrating and extremely undesirable mechanic to have in a skill-based game. It may not be unfair, but it's unfun, whether I'm on the winning or losing side of the RNG. Boring and pointless would be better than actively annoying, and it's not even that big of a change because crit is boring and pointless most of the time anyway. It is at its best when boring and pointless is the most that can be said about it.

JedenVojak2 votes

{quoted}

... I could have made the right decision by entering into a fight that I would be guaranteed to win 999/1000 times, and I can either win or lose because of something that involves no choice or good/bad play from either me or my opponent...

This is exactly the kind of mindset that I was talking about, that's the problem, the perception that "I would have gotten away with it too, if it weren't for those meddling crits". It's this weird belief that you and others like you have that your wins were stolen by a roll of the dice...

This is patently untrue.

A given League match is a sum of the choices made by all of the people playing the game. Whether you should attack or run, where you should ward, what objectives to take what items you should buy, what runes/masteries/summoners to employ.

Crit is an investment just like anything else. You're choosing to spend money on crit chance instead straight AD and attack speed. You're gambling on the chance that you'll be blessed by the RNG and killsplode someone before they eat you for breakfast.

I the scenario you describe, where is the fun for the target of your aggression, who would be defeated 999/1000 times? If you get crit 7 times in a row by someone who you should easily have been able to kill, that is not simply a roll of the dice deciding you lost - that person made a conscious effort to believe in their luck and in their ability to kill you before they die when they chose to attack you instead of simply running away; they believed, and they were saved.

Think about it, why is heal baiting a thing, and fun? Because the opponent who thought they would win got countersploded.

Why does flash exist when it has no counterplay? Because it makes fun escapes/attacks possible.

So it is with crit; crit is fun because its random and unpredictable. There are no guaranteed wins - the sooner you realize that, the better you'll be.

JustMyBassCannon5 votes

TL;DR, "They believed in the heart of the cards"

Fuck your Yugioh logic.

Sightless662 votes

You're choosing to spend money on crit chance instead straight AD and attack speed. You're gambling on the chance that you'll be blessed by the RNG and killsplode someone before they eat you for breakfast.

Here's something I think you need to understand. When I buy crit, I'm not buying it gambling on RNG. I'm buying it because it gives me the most efficient damage steroid. It's more efficient for straight damage than buying either AD or attack speed because it gives a % increase to autoattack damage. Mathematically, it gives more damage than buying just AD and attack speed, so I buy it for the damage. If there was a way to just buy an increased % of autoattack damage, I would never buy crit. The steroid is the only reason I buy it. Period. I do not buy it to gamble.

Whether you should attack or run, where you should ward, what objectives to take what items you should buy, what runes/masteries/summoners to employ.

And what I dislike is that crit is the only one where that I have no control over. I can choose to buy wards, buy specific items, take certain actions in certain ways, but I can never choose whether or not I get the damage I wanted from crit. It is the only part of this game where someone can make a choice of "we'll let the computer decide who wins".

It's this weird belief that you and others like you have that your wins were stolen by a roll of the dice...

Something you should understand is that I hate winning because of crit just as much as I hate losing because of it. I don't have fun winning when I get an unusually large amount of crits in a row or because my opponent gets none. It's boring. It's dull. It's almost worse than losing a kill because of crit. It isn't fun to win just because you got lucky.

I the scenario you describe, where is the fun for the target of your aggression, who would be defeated 999/1000 times?

The fun could have been had if he hadn't gotten into the situation of getting caught out. However, he made a decision to overstay his welcome when he could have predicted a gank and retreated. Why should crit invalidate this decision.

that person made a conscious effort to believe in their luck and in their ability to kill you before they die

No, they fought because running was impossible. I've done the same You don't have to believe in an ability to kill someone to know that damaging them is a better option than running and dying a few feet away without doing any damage.

Think about it, why is heal baiting a thing, and fun? Because the opponent who thought they would win got countersploded.

You left something out. It's fun because the opponent who thought they would win got countersploded BECAUSE OF SOMETHING I ACTIVELY DID, not because I lucked out and got a good result from the RNG generator. I made no decisions to get that result. I crossed my fingers and prayed.. I need you to understand this. I don't have fun when I win because of lucky crits.

So it is with crit; crit is fun because its random and unpredictable. There are no guaranteed wins - the sooner you realize that, the better you'll be.

Crit is unfun because it is random and unpredictable. There are no guaranteed wins because the actions players take can turn a game around. RNG has no place in deciding it. And what do you mean "so it is with crit"? Flash and heal baits aren't random. I can play around them. I can predict them. I can make choices based around my enemies having them or me having them. There is no choice for "they might just get fucking blessed right now", because the best statistical choice is always to play assuming they won't because that is by far the most common outcome.

JedenVojak1 votes

Here's something I think you need to understand. When I buy crit, I'm not buying it gambling on RNG. I'm buying it because it gives me the most efficient damage steroid. It's more efficient for straight damage than buying either AD or attack speed because it gives a % increase to autoattack damage. Mathematically, it gives more damage than buying just AD and attack speed, so I buy it for the damage. If there was a way to just buy an increased % of autoattack damage, I would never buy crit. The steroid is the only reason I buy it. Period. I do not buy it to gamble.

And what I dislike is that crit is the only one where that I have no control over. I can choose to buy wards, buy specific items, take certain actions in certain ways, but I can never choose whether or not I get the damage I wanted from crit. It is the only part of this game where someone can make a choice of "we'll let the computer decide who wins".

Something you should understand is that I hate winning because of crit just as much as I hate losing because of it. I don't have fun winning when I get an unusually large amount of crits in a row or because my opponent gets none. It's boring. It's dull. It's almost worse than losing a kill because of crit. It isn't fun to win just because you got lucky.

Making build decisions based on what is the most mathematically effective balance of damage, crit, attack speed, and armor penetration is perfectly fine for maximizing the efficacy of your champions, but it's not super fun.

But that's just what I think. What is fun, like many things, is largely subjective; much as some people may like deterministic effects in their games, others may find otherwise.

Myself, I think winning by the sheer skin of my teeth because I got a lucky crit or 3 is incredibly fun.

The fun could have been had if he hadn't gotten into the situation of getting caught out. However, he made a decision to overstay his welcome when he could have predicted a gank and retreated. Why should crit invalidate this decision.

Why should a stat and items a champion has built effect his ability to survive unforeseen situations right?

Why is a dash->zhonya's->flash->dash combo form of survival acceptable, but a 3-in-a-row crit kill not? Whether an effect is chance based or activated, why does that matter in the overall scheme of "your failed gank" or "your failed engage?"

You left something out. It's fun because the opponent who thought they would win got countersploded BECAUSE OF SOMETHING I ACTIVELY DID, not because I lucked out and got a good result from the RNG generator. I made no decisions to get that result. I crossed my fingers and prayed.. I need you to understand this. I don't have fun when I win because of lucky crits.

Crit is unfun because it is random and unpredictable. There are no guaranteed wins because the actions players take can turn a game around. RNG has no place in deciding it. And what do you mean "so it is with crit"? Flash and heal baits aren't random. I can play around them. I can predict them. I can make choices based around my enemies having them or me having them. There is no choice for "they might just get fucking blessed right now", because the best statistical choice is always to play assuming they won't because that is by far the most common outcome.

Your standard for evaluating the fun-ness of randomness seems entirely arbitrary.

Even if you monitor and predict the timings of the actives on your opponents items, there is the chance that they have the item active cooldown reduction, or other such things - you do not have full visibility of your opponents status at all spheres of the game. This game has a large degree of hidden power. Whether it is through runes or masteries, or through the RNG, why does that ultimately matter?

Your ability to win or lose is already largely out of your control, due to the presence of 9 other people in the match all taking various actions of a sort. These other people may do things which make no logical sense, and do things that you are entirely unable to predict. This, like the RNG, is a random element completely out of your control, yet you are able to tolerate their existence in the match. Why so then is crit an unacceptable form of randomness? Is it somehow more random than an Ezreal ult flying from the jungle to blow you up because it came off cooldown five seconds earlier than you anticipated?

I can understand why crit bothers some people, because it makes them feel like things are out of their control - but control itself is an illusion.

You will have more fun if you accept that and embrace the glory of randomness. Accept the blessings of the RNG.

JustMyBassCannon2 votes

At this point, I can't tell if you're seriously a prophet of RNGesus, or just trolling for the gits and shiggles.

Sightless662 votes

Making build decisions based on what is the most mathematically effective balance of damage, crit, attack speed, and armor penetration is perfectly fine for maximizing the efficacy of your champions, but it's not super fun.

That's already what we're doing. It's why IE + SS is purchased so much now, but in the past BT was always the rush item and it was very often followed by Last Whisper. People make choices based on expected dps, not any love for crit. If crit gets nerfed, it will not be bought, no matter how "fun" it is. Mathematical choices already reign supreme.

there is the chance that they have the item active cooldown reduction, or other such things - you do not have full visibility of your opponents status at all spheres of the game. This game has a large degree of hidden power.

I can look at runes and masteries before a game starts, and I can make choices about controlling vision through warding. I have some way to interact with both aspects. Neither are like crit.

Why is a dash->zhonya's->flash->dash combo form of survival acceptable, but a 3-in-a-row crit kill not? Whether an effect is chance based or activated, why does that matter in the overall scheme of "your failed gank" or "your failed engage?"

Because one is a player using skill to achieve a specific outcome (they have to actively choose to use every dash, zhonya's, whatever else), and the other is flipping dice. In a game based around skill, one is a desirable way for interactions to occur, and the other isn't. Easy as that.

Your standard for evaluating the fun-ness of randomness seems entirely arbitrary.

Then let me make it very clear: anything where players and their interactions are not deciding the outcome is not fun, because it takes away the only point of playing the game. RNG is a system where random numbers decide the outcome of a fight instead of players. It is therefore undesirable. If the starting postulate "player interaction is good" is accepted, then this really isn't an arbitrary standard. Additionally, many of the things you call "random" are actually just "hard to predict". Big difference. One is the result of another player doing something.

You assume that because I can't control the actions of another player, those actions are "random". This is where you are wrong. Those actions had decisions behind them. Choices were made, and I interacted with another player through them. It is deliberate, not random, even if I fail to recognize the other player's actions until I have already lost. In crit, the deciding factor is a roll of the dice. The outcome is not determined fully by the players unless there is no variance. Randomness is involved and can determine the outcome.

Is it somehow more random than an Ezreal ult flying from the jungle to blow you up because it came off cooldown five seconds earlier than you anticipated?

Yep, because I could have anticipated that. I could have warded to see the Ezreal, or noticed that he was missing, or flashed it, or known the cooldown better. I could have always done something better, and I can use that to improve. I can't anticipate streaks of RNG, because it is always a better option to play assuming standard ranges of variance. There is nothing to improve. There is nothing to think about. It's boring in the extreme.

This, like the RNG, is a random element completely out of your control, yet you are able to tolerate their existence in the match.

They are necessary for the game to exist. Crit isn't. I can't have a team game without teammates. I can have an AD steroid without variance. Also, being hit by Ezreal ult isn't completely out of my control, as I've said earlier.

Your ability to win or lose is already largely out of your control, due to the presence of 9 other people in the match all taking various actions of a sort.

This is irrelevant to me. I am playing a team game. By necessity, teammates determine victory. I don't care about that. Victory vs defeat isn't something I care much about. I do care about whether the gameplay is fun and engaging, and this is an aspect that is neither fun or engaging. If you want it put in terms of "control", then think about it like this: while it is a necessity to have teammates that can influence the game in order for the game to exist, it is not necessary to have RNG that can have any control over the game. One is needed for the game to exist. The other isn't. Completely separate.

You will have more fun if you accept that and embrace the glory of randomness. Accept the blessings of the RNG.

Can't happen. If there is going to be randomness in a game, it should always be in a way that allows for player interaction. If that isn't fulfilled, it's an inferior game mechanic. Purging it would be much more enjoyable than acceptance.

Finally, a small request. If you are going to quote large sections of my response at once, please feel free to just quote the beginning and end points to save space. We are beginning to take up a lot of room on this thread.

JedenVojak2 votes

{quoted}

Then let me make it very clear: anything where players and their interactions are not deciding the outcome is not fun, because it takes away the only point of playing the game. RNG is a system where random numbers decide the outcome of a fight instead of players. It is therefore undesirable. If the starting postulate "player interaction is good" is accepted, then this really isn't an arbitrary standard. Additionally, many of the things you call "random" are actually just "hard to predict". Big difference. One is the result of another player doing something.

Finally, a small request. If you are going to quote large sections of my response at once, please feel free to just quote the beginning and end points to save space. We are beginning to take up a lot of room on this thread.

From your post, I can only conclude that we derive pleasure from different aspects of the game, and possibly games in general.

For me, what I enjoy is the incremental process of accruing power, buying items, and completing objectives, with killing people as a large added bonus. I get excited when a superior or powerful foe is defeated by a lesser opponent through any means, with luck being the greatest high of all, being the ultimate equalizer. Nothing provides as much joy to me as the win-lose gamble where the entire stakes of the game can be decided by one coin toss (or in this case, the RNG). Things like "who is more skilled" or "teamwork" are incidental, and I often find other people detract from my enjoyment of the game, rather than enhance it.

At the moment I must conclude that we are at an impasse, since we have different definitions of what we consider to be fun. Nevertheless, I understand why you don't like crit as it operates, and why you feel it detracts from your enjoyment from the game. I thank you for the thoughtfulness of your post.

Please understand, however, I cannot endorse the changing of crit to a static factor, as it is fundamentally opposed to what I consider fun in the game and games in general.

JustMyBassCannon1 votes

If you like RNG, you probably should not have picked League of Legends as a game of choice. DotA still kept all of its RNG, HoN is heavily modeled after DotA, but League has slowly been removing its RNG factors. Phage no longer has a 25% chance to slow. Warden's Mail is now no longer a--was it 35%--chance to activate when attacked. Dodge Chance no longer exists. Shaco's E no longer has a chance to blind enemies struck.

RNG can make games fun. I probably would not play MTG if I thought all RNG was not fun. But, in League of Legends, RNG has been ruled to be something unnecessary. A win should not be decided by the flip of a coin, but by the calculated effort and teamwork of the better team.

While you enjoy winning a scenario you shouldn't have, I get the greatest rush from having planned and executed a perfect team fight, because for one 30-minute stretch of time, I worked my way to being in sync with four strangers on the internet, and it paid off.

Sightless661 votes

If that's what you like in games, I'm not going to criticize it. It's a fair preference to have. However, it's not really League's design. League is heavily based around skill-focused player interactions. All other forms of RNG (non-standard cast times, dodge, percentage chances to activate effects) have been removed. Crit doesn't fit the game design, and it isn't much more than a red blotch on the game right now.

Things like "who is more skilled" or "teamwork" are incidental, and I often find other people detract from my enjoyment of the game, rather than enhance it.

Again, that's a fair preference to have, but it is pretty much opposed to the way the game is designed. The game is focused on teamplay and skillful interactions. Crit is the one exception to this.

RNG has a place in gaming. Hearthstone proves that. However, I don't think it has any value just thrown into a system clearly designed around a lack of RNG. In order for RNG to be good, it has to either be a core aspect of gameplay (Hearthstone) or it has to be used in a way where it introduces new decisions for players (Dota; runes, Chaos Knight, etc). Lol's crit system is pretty much the worst way to handle RNG because it just introduces variance into an otherwise mathematical system, in a game with no other RNG to justify it.

If you haven't, I would advise giving Hearthstone a try. No teammates, and it's possible to make decks very heavily based on RNG.

brad1 votes

with the introduction of yasuo

crit will never be removed

im sorry i hate it as much as everyone else but its not gonna happen

JustMyBassCannon1 votes

Why not?

It's not like Yasuo is the only champion to have crit mechanics outside of normal mechanics. Shaco's Q = guaranteed crit with modified crit Damage. Garen's E crits. Ashe's passive is a thing that exists. Why is it that Yasuo specifically throws this out of focus?

In reality, reworking/replacing Crit is probably the best way to rebalance Yasuo, as well as marksmen.

brad1 votes

{quoted}

Why not?

It's not like Yasuo is the only champion to have crit mechanics outside of normal mechanics. Shaco's Q = guaranteed crit with modified crit Damage. Garen's E crits. Ashe's passive is a thing that exists. Why is it that Yasuo specifically throws this out of focus?

In reality, reworking/replacing Crit is probably the best way to rebalance Yasuo, as well as marksmen.

there's a difference between having a guaranteed chance to deal double damage and a champion who is built around having his crit chance doubled

JustMyBassCannon1 votes

Nevermind the oxymoron of a guaranteed chance, my point was that all Crit mechanics would need changing, including rebalancing Yasuo, so why does Yasuo specifically throw it out of line when there are far more Crit mechanics than Yasuo's Q?

Yes, his passive doubles up Crit Chance, making him the one champion on whom it is efficient to build 100% Crit. But, in reality, the only odd crit mechanic he has is his Q Crits; his kit is based on having better Crit scaling, which would mean that such a rework would affect him more than Ashe or Gangplank.

Saying that it would affect Yasuo more than other champions is like saying CDR would affect Supports more than regular Mages; it's an obvious statement.

But does any of this counteract the idea that Crit needs reworking? Sure, it'll take a lot of work, particularly with the champions who have innate Crit and/or Crit mechanics, but does that make it a bad idea to rework Crit?

Coprophagia1 votes

I've always disliked Crit Chance, and especially Infinity Edge. Imo, they need to increase Crit Chance, but decrease IE's bonus crit

Firu1 votes

What is the difference between Crit % and Dodge % (which was removed a few years ago)?

JustMyBassCannon1 votes

The only difference is that Crit is actually necessary for Marksmen to be viable.

That, however, does not justify Crit Chance. The damage multiplier is necessary, the RNG is not.

Colgate Minuette1 votes

Most marksmans are entirely dependent on crit.... Not sure how this could turn out good in any way.

JustMyBassCannon1 votes

Actually, the only reason that Marksmen are dependent on Crit is because it is a DPS multiplier. Marksmen are based on having enough offense multipliers to have the highest potential damage in the late-game.

Removing Crit? Out of the question, because it's necessary. Removing Crit Chance? Much more rational. It would require reworking Crit-focused champions and possibly some rebalancing for Marksmen, but in the long run, much healthier for the game.

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