Wouldn't making critical strike damage a base stat rather than a set value fix a bunch of problems?

Tèrminus·3/18/2018, 3:31:06 AM·8 votes·487 views

By making it a base stat, and thus having it scale with champion level, you limit early power while letting it scale into what it needs to do. Lethality functions this way so that it's not as abusive in high values early game, which as I understand it is the current problem critical strike faces.

Basically, you give ranged champions +50% critical strike damage initially, and melees +75% (on live it's +100% by default, for comparison), and have it scale up to the normal +100% at level 18. That'd be roughly ~3% per level for ranged and 1.5% for melee, give or take a couple decimals.

Could even use different values than this baseline for certain champions, like having Jhin's critical damage scale higher than usual due to not utilizing AS in a normal fashion.

This also counts as a nerf to both Infinity Edge and Statikk Shiv, too.

Just a concept, spitballed numbers, it'd probably need tweaking.

14 Comments

HalcyonDweller3/18/2018, 5:47:24 AM7 votes

Being a bonus stat as you described is potentially a separate problem with Crit, but it's not the main problem.

The main problem is that Crit works just as well (if not better) against squishies as it does against tanks. Straight damage multiplication is bound to create unfairness through up-front or randomized burst damage. Squishies are just the most susceptible to it.

ApexInTheCircle3/18/2018, 3:45:52 AM4 votes

I like the way Ashe's crit is setup, where buying crit just increases her overall damage if a certain condition is met. Honestly the most healthy implementation of crit IMO

Khristophoros3/18/2018, 5:30:28 AM2 votes

Whatever they do I wish they'd remove the RNG from it

TempName748143/18/2018, 5:49:50 AM2 votes

no