Crit Chance Counterplay?

crabface5·5/21/2016, 2:08:51 PM·1 votes·471 views

Is there any actual way to counter crit chance? I've had multiple games where I've been a hard engage tank or just walking armor (Malphite and Rammus), and there is always this one or two champions that nobody can get to with 50%+ crit chance that just shred my health faster than a Ninja Blender. Every time I play a tank nowadays, I build thornmail b/c of its passive and its massive armor increase, but even that doesn't keep opposing adcs or yasuos or tryndameres or whatever the **** from shooting/attacking me. I kinda feel that crit chance should be treated like cooldown reduction, where its capped at a certain point, say 40%. Is it just me or is anyone annoyed by crit chance to the point where it makes the game hard to enjoy?

5 Comments

Salron5/21/2016, 2:10:43 PM3 votes

Crits are still auto attacks Which deal physical damage Which is countered by armor Not to mention you have item 3047 and item 3143 Which both apply % reductions to autos and crits respectively On top of that you have item 3110 which will make anyone around you attack less frequently

What more do you need

WeedTits5/21/2016, 2:11:03 PM1 votes

Yeah since crit chance is RNG based, you just need to find a four leaf clover, and avoid black cats, mirrors and ladders.

Sasogwa5/21/2016, 2:37:28 PM1 votes

Armor on its own is a very decent counter to physical damage, especially on specialized armor tanks like Malphite or Rammus, the crits are borderline worthless against that The real problem however when you're getting melted is these kind of items : item 3036 item 3071 and all that is %health, true damage, or both (Vayne )

DrDiaga5/21/2016, 2:45:31 PM1 votes

If an ADC gets fed or just ahead and they have an opportunity to kite you unmolested, you WILL die.

I know its crazy but don't make it easy for ADCs to stand back and shred you and don't let them get fed, and focus them in team fights. Weird huh.

Critkeeper5/21/2016, 3:44:33 PM1 votes

{quoted}

... Every time I play a tank nowadays, I build thornmail b/c of its passive and its massive armor increase, but even that doesn't keep opposing adcs or yasuos or tryndameres or whatever the **** from shooting/attacking me. ....

So let me get this straight---

you want an item or set of items that literally prevents champions from ever auto attacking you, or even worse, makes it so that you can be attacked but the attacks do virtually nothing-- in other words a false choice.

Why should malphite and rammus be able to waltz into a team fight and do whatever they please for 15 seconds while being auto attacked by 5 champions? Then nobody would build damage at all, and literally everyone including the ad carry (assuming marksmen even get picked) would build tank-- and then team fights wouldn't happen because they'd be pointless because you couldn't kill one tank with 5 if 4 other tanks are trying to stop you/ rotate aggro.

100 armor is supposed to buy you a couple extra seconds in a team fight under focus fire, much more if you aren't being focused. Nobody wants to play a game where stacking armor and health allows tanks to go wherever they want in team fights. One mundo is enough, and even he can be countered with the grievous wounds on executioner's calling.

Your job as a tank is to make the most out of the time you have, and the job of the enemy carries is to take as much time as they can from you before you can do anything too disruptive.