Crit should be a chance not a 100%

SuperMewKitty·5/12/2018, 12:09:05 AM·3 votes·1,913 views

as title says critical strike in games is not 100% NEVER EVER it should be a lucky strike or a hit on enemy vitals in d&d is a natural 20 in dota is caped like this: Multiple critical strike damage percentages do not stack. However the chance can stack based on the following formula: (1 - critical chance) × (1 - next source of critical chance) = (1 - chance to not crit) = critical strike chance and maximum is 35% chance

i think lol should rework crit like they did with evasion or get rid of it

12 Comments

Khristophoros5/12/2018, 3:22:47 AM3 votes

Cool but now it's 2018 and we don't consider ancient games like D&D or DotA to be the best examples to follow anymore.

Teridax685/12/2018, 12:52:22 AM2 votes

I have mixed feelings about this: to start, I completely agree with the premise; if a stat is meant to represent a chance of obtaining something, then it should not be expected to reach 100%, and in the case of crit it just amounts to dealing double damage in the end. However, the issue I take with crit as a random chance is that RNG in League is notoriously unpopular, mainly because it feels unfair. Effectively, the choice here is between random damage bonuses in a competitive game, which is kinda shit, and keeping a mechanic around as a boring damage multiplier, which is also not great.

DnD can afford dice rolls because it's a pen-and-paper game that requires randomness to cover up for the relative simplicity and predictability of its medium, whereas Dota runs by completely different rules that put much more emphasis on long-term strategic plays, rather than moment-to-moment outplays. League, by contrast, is a fast-paced game that puts huge emphasis on small mechanical plays making a huge difference in fights. Landing an extra autoattack's worth of damage can make or break fights, and when that kind of damage is awarded at random, it feels completely undeserved no matter which side wins, as is evidenced by Tryndamere and his cheesy early levels. Because of this, while I agree that having crit chance go up to 100% isn't great, I think the bigger problem is that we even have random damage in the game to begin with. As such, we should likely aim for an entirely non-random, more skill-based system for crit, or just scrap the mechanic altogether.

SuperMewKitty5/12/2018, 12:15:40 AM1 votes

i dare a LoL dev to roll natural 20s in 5 seconds,lets see how many they get that would probe how stupid 100% crit chance is

usul12025/12/2018, 12:53:14 AM1 votes

But 100% crit chance requires 4 items worth (except yas and trynd, both of which pay in other ways) which severely limits build options and has tradeoffs. All stat buys have a tradeoff. Crit may be overturned after the adc rework, but it remains to be seen.

Chalze5/12/2018, 12:54:09 AM1 votes

Well it is always a chance. Your argument for D&D shouldn't apply to LoL anyway. Your argument for Dota2 doesn't stand much ground either since they have a set maximum anyway. Crit Chance is a purchasable stat in the game so of course if it reaches 100% the chance of critically striking is of course going to be 100%.

Gabresol5/12/2018, 1:03:48 PM1 votes

Pokemon: Super Luck + Scope Lens + Night Slash/Slash/Psycho Cut