Ranged critical strikes now deals 170% of damage instead of 200%
This would nerf adc's without nerfing items that are used by other champions.
This would nerf adc's without nerfing items that are used by other champions.
Graves, ez + corki fotm.
Don't forget the Kog'Maw and his Trinity Force


All ADCs that give 0 fucks about crit (Corki, Graves) are now god-tier.
Playing Ashe is now grounds for an immediate time ban.
All ADCs that give 0 fucks about crit (Corki, Graves) are now god-tier.
Playing Ashe is now grounds for an immediate time ban.
How does Graves give 0 fucks about crit? Every single game I see a Graves they go IE, Yoummu and PD
Every adc builds crit nowadays, but back before the ie buffs, graves was one the champions most successful with low crit builds. He can work without crit. Other champions can not nearly as well.
Every adc builds crit nowadays, but back before the ie buffs, graves was one the champions most successful with low crit builds. He can work without crit. Other champions can not nearly as well.
He used to work because both BT and IE were viable, but in different adc's. Nowadays is all about IE
Yes, so if IE becomes worse through a nerf to crit, it hurts Graves much less than it hurts other champions because he's fine building other items. A lot of carries aren't.
Yes, so if IE becomes worse through a nerf to crit, it hurts Graves much less than it hurts other champions because he's fine building other items. A lot of carries aren't.
Always some champions will get less hurt than others. This is way he have better picks than others. I don't see your point dude... You are trying to say that graves will be OP even though he will be nerfed like everyone else?
The point is, if certain champions in a class are nerfed much more than other champions in a class, it screws up the relative balance. Champions who can afford to give 0 fucks about crit (Graves being one of them) will be the best AD carries by a wide margin. Overall result: less champion diversity until major balance changes occur. This is a poor outcome. Even assuming that AD carries need to be nerfed, a more comprehensive change would be much better.
The point is, if certain champions in a class are nerfed much more than other champions in a class, it screws up the relative balance. Champions who can afford to give 0 fucks about crit (Graves being one of them) will be the best AD carries by a wide margin. Overall result: less champion diversity until major balance changes occur. This is a poor outcome. Even assuming that AD carries need to be nerfed, a more comprehensive change would be much better.
Just fucking nerf graves so. And buff immobile adc's.
Seems like we don't need your proposal for this to work.
How about just tiering the crit rates so ADCs like Ashe, Cait and Twitch can keep their full crit, ADCs like Graves get around a mid point and ADCs like Lucian and Corki get the fully reduced crit?
Graves literally relies on lucky crits to finish off after his burst because he deals 0 dmg otherwise in comparison.
fuck hell man, every time a random ADC duels a Graves is just a RNG God battle, seriously
does Graves crit? GG he instakills you
doesn't he? GG you killed him, lol
Dis rite hair, dis y we need crit rewurk. Rito pls.
bot lane yii VS tryn (+supports)
It would still be ranged adc's, even with the nerf to ranged crit damage
the safety of ranged ADC's is what makes them playable
So, just ruin 90% of ranged AD champions? Great idea. What are your compensation buffs for all those that would be made useless by this?
[{quoted}](name=Miku Lv99,realm=NA,application-id=3ErqAdtq,discussion-id=UbvVAx02,comment-id=0007,timestamp=2015-01-17T14:34:51.850+0000)
So, just ruin 90% of ranged AD champions? Great idea. What are your compensation buffs for all those that would be made useless by this?
Do you REALLY think adc's need any compensation for nerfs?
Do you REALLY think adc's need any compensation for nerfs?
Twitch sure as hell does.
How about my poor Ashe? She's completely reliant on crit, more than any other ADC and is already very weak.
Also this change least affect
,
and
, are these champs really the ones we want to effectively buff by removing the competition?
Ashe is weak even without. She has to be because her utility is best of all adcs.
How about my poor Ashe? She's completely reliant on crit, more than any other ADC and is already very weak.
Also this change least affect
,
and
, are these champs really the ones we want to effectively buff by removing the competition?
Corki is retaliant on crits. Ezreal isn't , but vayne is too, not that much, but I already said : The nowadays weak adcs will always be weak doesn't matter what you do to nerf items or the crit stat itself. They need particular buffs while the OP ones need nerfs. But the crit stat itself needs a goddamn nerf
Meanwhile 100% melees are useless top lane cause they can't do anything about ADCs going top lane.
Who is ruined now?

[{quoted}](name=Rainbowe Dash,realm=EUNE,application-id=3ErqAdtq,discussion-id=UbvVAx02,comment-id=00070001,timestamp=2015-01-17T17:25:57.299+0000)
Meanwhile 100% melees are useless top lane cause they can't do anything about ADCs going top lane.
Who is ruined now?
What?
League of Gapclosers: Bruisers got 'em. ADCs don't got enuff of them.
Real issue is mages.
i think he means some top laners get bullied by the adc being range
Honestly, every champ should have their own crit damage modifier. Then they could change tryn's passive from crit chance to having increased crit damage.
All Critical Strikes now deal 25% bonus damage
Critical Strike Chance found in items doubled
Introduces new series of Critical Strike Damage items
How about "remove crit and implement +% damage"
So your screwing the whole class with this idea. GG?
Just like ranged tops like every ADC screw bruisers?
brusiers should not exist in the game. They invladate the tank role and have made it so all tanks are weak.
What does that even mean? That there should only be AP, ranged AD, and tanks in the game?
There should fighters, but not bruisers. AR and MR stats have consistanly weakened due to the fact that they help brusiers more than tanks. Bruisers force out the tanks out of the game when they are strong and take there place.
The proof is in all of season 3 and beyond
brusiers should not exist in the game. They invladate the tank role and have made it so all tanks are weak.
Yeah. Bruisers are really problematic and in order to be balanced, tanks are weak
I think really what needs to happen to fix the issue of bruisers being better than tanks no matter the balance (if tanks are balanced, bruisers become op; if bruisers are balanced, tanks become meaningless; &c.) is to nerf all the tank items so bruisers can't "buy one and done" for defense and be decently tanky and then proceed to build damage. Now stay with me, but I'm saying that as compensation for tanks, give pretty much every tank item a passive along the lines of "increases bonus defenses by 10%."
Now this would help to alleviate the issue of bruisers being able to buy 2 defensive items to survive inside a team and 3 offensive items to kill that same team, as their defenses would be significantly lower. At the same time, a tank that builds 2 armor, 2 mr, and a big hp item ends up with +% defenses, thus gaining a much higher degree of effective hp than any bruiser can by just getting 1-2 defensive items.
Of note, I'm not saying every defensive item should give +10% to all defensive stats, that would be crazy op. Maybe a tier-main defense system where both are considered and boost the stats based on their cost and idea. Something like having a main stat and two secondary stats (like armor and then mr/hp). tier 1 items (cloth armor) would increase the bonus armor (main stat) by 3%, and both bonus mr and hp (secondary stats) by half that, or 1.5% (small for first tier, but gets larger as tiers go up. I am partial to the idea of tier 1=3%, tier 2=6% and tier 3=10%. There are currently no tier 4 tank items, but the progression could be adjusted should one or two come out in the far future.
There would also need to be an evaluation of all items, and whether they fit as 'tanky' items or whether it's a damage item. For example, it's obvious that Randuin's Omen is a tank item, but what about the Black Cleaver, Maw of Malmortius, and Rod of Ages? I mean, B.C. and Maw are usually built by bruisers to get damage+tankiness, so I'd leave them out of the tank's increasing defenses, but RoA is really just a great item for everyone. I'd probably put RoA in as a tanky item, but lower its status to just a T2 tanky item(6/3% boost) to limit its incredible efficiency. Either that or just leave it out because it grants a lot of tankiness on its own. I'm not sure. There would also have to be decision making for items with multiple stats, like Randuin's. I'd probably put it as an armor primary item, just because A) it's most expensive component is armor, and B) it's made of a T2 armor item, but only a T1 health item. Spectre's Cowl and its derivatives force a similar problem, but I'd probably put them as primarily MR items, because they're the highest MR items out there.
Now, Discuss.
If Riot was true to their quote "We don't support the meta" then this would be a fun idea. Half champions aren't played because of the current meta, this will just make ranged less OP late game and open up new champion selections.
[{quoted}](name=Bronze Prophet,realm=NA,application-id=3ErqAdtq,discussion-id=UbvVAx02,comment-id=0005,timestamp=2015-01-17T10:53:14.531+0000)
If Riot was true to their quote "We don't support the meta" then this would be a fun idea. Half champions aren't played because of the current meta, this will just make ranged less OP late game and open up new champion selections.
You really think their bs statement of "we don't support the meta" is true ?:DDDDDDDDDDDDDDDDDDDDDDDDDDD
so would IE still buff them to 250% crit damage or would it boost it to say 220%?
[{quoted}](name=NyX Reks,realm=NA,application-id=3ErqAdtq,discussion-id=UbvVAx02,comment-id=000b,timestamp=2015-01-17T21:31:32.768+0000)
so would IE still buff them to 250% crit damage or would it boost it to say 220%?
Boost to 220%, while melees would still crit for 250%
this seems like a good change, keeps melee's and ranged's in a secure spot without completely ruining IE
I mean if you're going to nerf ranged ADC's, why not nerf melee ADC's as well?
Thats what Sot
Here's an idea: Increase the cast range on exhaust and when it is cast on the enemy ADC or someone who builds crit,then their crit modifiers are reduce from 200% (250% if they built IE) to 110%
-The increased cast range on exhaust allows you to use it on some of the more longer ranged ADC's where it does matter if they are exhausted or not in a teamfight
-The crit modifier on exhaust will kill ADC's DPS output in teamfights for the entire duration of exhaust while allowing room for counter-play to any disengage tools they have (most ADC's disengage tools are actually for re-positioning)
-The reduction from 200% (250% with IE) to 110% is the flat crit modifier for any crit building champions even if the have built an IE, meaning that their crit damage deals almost the exact same damage as an Auto Attack
Give me your thoughts in the reply's
I would not want to keep crit in it's broken state. Nerf it for everyone, than make follow up champion changes! This is what is happening with DFG, but players don't want to believe that it can happen with IE and crit.
I would not want to keep crit in it's broken state. Nerf it for everyone, than make follow up champion changes! This is what is happening with DFG, but player don't want to believe that it can happen with IE and crit.
Exactly. I am so glad DFG is gone, even though I am a mid laner main.