What if crit worked like Ashe's passive

Danjeng··1 votes·591 views

Why the downvotes? I'm just suggesting a concept, and you all beat me down. CRIT STILL INCREASES DAMAGE SAME AS BEFORE MINUS RNG Anybody who builds crit will still build crit and have the same performance as before

I read a post yesterday about how crit could ramp up, instead of being random.

I propose that crit work as a damage multiplier, like Ashe works with crit. For example, say infinity edge is the only crit item built. That's 20% crit chance + 50% crit damage. So the damage multiplied is 30%.

Critical strikes won't apply damage, but still apply effects like Jhin's MS boost or Essence Reaver's mana restore. This way, the RNG on the damage portion of crit strikes is removed, but it still works as intended. Overall damage output will still be the same.

A while back, I was playing Tryndamere, and I was at 150 HP, level 5. My opponent has backed. Xin level 4 comes to gank me, and with my 35% crit, I crit him not once, not twice, but three times in a row, and killed him. He was at 4/5 hp. I thought this was somewhat unfair.

What does the community think about crit chance?

12 Comments

Grimspeake2 votes

Then every adc never scales lategame and would build bc and youmoos except maybe vayne. Possibility twitch too. Crit is there for a reAson and tryn even at full passive having 35% crit chance means u still got lucky as fuck but thats tryndamere. He has to all in when he fights. If he loses then he feeds all game until 35min

Danjeng1 votes

I'm not saying remove crit.

I'm saying instead of having a 35% chance to do double damage, it's just 35% more damage. Damage is same with whatever crit there is, just no RNG. Whoever previously built crit will still build crit.

Sightless661 votes

Then every adc never scales lategame and would build bc and youmoos except maybe vayne

No, it definitely wouldn't mean that. It would actually be exactly the same expected dps as the current crit system, just without any rng.

Grimspeake1 votes

Also if u were near minions running warlords Nd had doran blade u could kill him easy if he doesnt get the knockup on his q

Danjeng1 votes

If I crit once or maybe twice out of those three times, I would be dead. I autoattacked, he autoattacked, and RNGesus was just on my side that moment.

Anonagon1 votes

People have proposed crit work that way for years. It's always been a good idea. Riot has still never done it. Doing it for Ashe specifically was like a big middle finger to everyone who wanted crit to not be RNG - "We'll do your idea, but it will be unique to this champion so it'd still RNG for everyone else!"

Danjeng1 votes

Pretty funny how she gets the special treatment. But it's a good idea, right? It works great on Ashe, I don't see why it can't work on other ADC's.

Ironfield1 votes

Hello Summoner!

Having Rng in a game isn't a bad thing. Crit and Rng brings excitement and fun in the game. It causes you to adapt to the situation and creates a more unique experience every time you play.

Didnt you feel excited and great when you fought that xin. Keep in mind that these moments happen for the Xin player too.

Having a static % damage increase would just be boring and cause the game to lack those exciting "Holy cow i just crit 3 times in a row" moments.

Danjeng2 votes

That is true. I love your optimistic attitude. My heart was beating rapidly as I hit him the second time, and realized I might be able to win the trade. Maybe RNG isn't all that bad.

Sightless661 votes

Didnt you feel excited and great when you fought that xin. Keep in mind that these moments happen for the Xin player too.

Gotta say, I really don't. Like, I don't get excited at all when I win a fight due to a 1% crit rune or due to having 3 crits off of a long IE. The best it does is provke a raised eyebrow. It's not very fun, because neither I nor my enemy did anything to actually justify the victory. However, losing a fight I should have won due to RNG is supremely annoying. Makes me want to not play anymore, and it usually marks the last game of the day for me.

It causes you to adapt to the situation

Does it really? I don't see anyone playing around the possibility of getting a really lucky or unlucky streak of crits. The vast majority of the time, the best action is to play as if crit was a straight dps increase, and then in the rare situations where something unusual happens you just write it off as an unearned win or loss.

Having a static % damage increase would just be boring and cause the game to lack those exciting "Holy cow i just crit 3 times in a row" moments.

If winning or losing fights based on your actions is boring, then the game is doomed already.

Ironfield1 votes

{quoted}

Gotta say, I really don't. Like, I don't get excited at all when I win a fight due to a 1% crit rune or due to having 3 crits off of a long IE. The best it does is provke a raised eyebrow. It's not very fun, because neither I nor my enemy did anything to actually justify the victory. However, losing a fight I should have won due to RNG is supremely annoying. Makes me want to not play anymore, and it usually marks the last game of the day for me.

Does it really? I don't see anyone playing around the possibility of getting a really lucky or unlucky streak of crits. The vast majority of the time, the best action is to play as if crit was a straight dps increase, and then in the rare situations where something unusual happens you just write it off as an unearned win or loss.

If winning or losing fights based on your actions is boring, then the game is doomed already.

Hello Summoner!

Im sorry you feel that way. You did deserve that victor because you opted with a 1% crit rune instead of the standard Ad rune. You took a risk of having a lower sustained ad amount for the potential critical strike.

By buying Crit items early you trade sustain damage for the potential damage.

People play around critical strike by buying items such as randuins omen, thornmail. If youre hit by a critical strike you adapt by evaluating the situation and play safe and change the way you approach the fight.

I believe a good mix of rng and skill is required for a enjoyable game. Removing all aspects of Rng will definitely make a game boring while creating too much rng creates the Heathstone effect.

Sightless661 votes

You did deserve that victor because you opted with a 1% crit rune instead of the standard Ad rune.

No, I really didn't. I took a bet that once every few dozen games, I'd win a trade because of something neither I nor my enemy could control, and I gave up nothing significant for it. I made no real choices to earn that vitory.

By buying Crit items early you trade sustain damage for the potential damage.

That's definitely not true. The early attack speed from a zeal is the most effective dps you have when following a BF sword, and you get the hurricane for increased sustained damage over other options, as well as pushing power. Mathematically, there is nothing you could purhase that would you give you a higher expected dps than AS/Crit after a small amount of early AD. That's why people do it.

You have to remember, crit is a sustained damage steroid. At its core, 1% crit is a 1% increase to expected autoattack dps. That is its primary function.

The only thing you give up with is a small bit of ability damage, but for any carry that uses these builds, that loss is not significant compared to the increase in dps.

People play around critical strike by buying items such as randuins omen, thornmail

This would exactly as true with a %autoattack damage increase as with this system. RNG is not a factor in how those items function.

If youre hit by a critical strike you adapt by evaluating the situation and play safe and change the way you approach the fight.

While that is the ideal, in practice, I find this is virtually never true. Getting hit by one crtical strike in a fight is never a reason to readjust your priorities, because you expect that. You expect a certain number of crits, because the prng system Lol uses almost guarantees that. By the time you've been hit by too many, you're too close to dead to significantly alter your play.

The best play around crit is always to expect no deviations from the norm, because significant deviations from the norm are so rare that playing around them causes you to give up opportunities you would otherwise have. That's why crit sucks. It takes something which is mathematically the best decision, and then unpredictably punishes you for making a decision you couldn't better.

I believe a good mix of rng and skill is required for a enjoyable game.

There is good rng and bad rng. Good rng allows you to make decisions around it, allows you to predict outcomes and adjust based on changing situations. Runes in dota are a great example of good rng. You know when they will spawn, you know what the possible outcomes are, and you know there isn't kind of expected outcome you're playing around.

Crit is bad rng, through and through. Your best option is to play as if it isn't random, it unpredictably deviates from what is normally a very expectable outcome, and it gives you very little time to react because even its variations from the norm initally look like standard procedures. The potential to make decisions around it is as close to 0 as a random system can get.

Removing all aspects of Rng will definitely make a game boring

Removing bad RNG won't hurt the game at all.

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