Healthier Crits concept [poll]

Saianna··1 votes·295 views

I'm quite sure that even though I never seen this idea in boards, it must have been proposed at least few times.

With this idea critical chance is also critical multiplier. 10% critical chance = 10% critical multiplier = 110% of basic attack

What does it mean? If your champion has 10% crit chance = once he crits he deals 110% of his AA damage. If your champion has 50% crit chance = once he crits he deals 150% of his AA damage. If your champion has 100% crit chance = once he crits he deals 200% of his AA damage.

Bonus critical damage adds to critical multiplier. 10% crit chance + 10% bonus crit damage = 20% critical multiplier = 120% of basic attack

How would that work? If your champion has 10% crit chance and 10% bonus crit damage = once he crits he deals 120% of his AA damage. If your champion has 10% crit chance and 50% bonus crit damage = once he crits he deals 160% of his AA damage. If your champion has 100% crit chance and 50% bonus crit damage = once he crits he deals 250% of his AA damage.

Now, why would that be better than what we have now:

  1. Decreases insanely high power curve of crit.
  2. Players have to be devoted to stack crit to make it usefull
  3. Lucky RNG crits are overall easier to deal with
  4. Allows other players to prepare and build against crit.
  5. Builds like FULL AD (no crit) / on hit could compete with crit builds

Reason behind this idea is to stop this crappy mechanic of "hey i just got my IE and PD, prepare to lose all trades just cause i'll crit you for half of your health".

What do you guys think?

4 Comments

Z Statistic1 votes

So you want crit to have increasing returns but make it shitty to buy initially?

Why not simply have bonus crit damage as a basic stat and tweek it on a per champion basis? You gain crit damage per level so that at lvl 18 you have 0-50% bonus crit and at lvl 1 at you have -75 - -50% bonus crit.

Saianna1 votes

From what I've seen & heard lots of players hate losing trades just cause enemy had lucky RNG streak with his crit runes.

With this idea I proposed if you want to win using crits, then you have to buy it. That way even though RNG still stays, it's far less annoying.

undesirable team1 votes

How would IE work then, this throws off the balance of crit, now its just build straight crit with your concept. I mean, we can just build a few item 3031 for the crit, who cares about the passive, and a few item 3508 , lifesteal? item 3072 item 3153 ... This would completely change the balance of champions and create a Yasuo meta where everyone would just do tons of damage, and be unfair for the others, sure 10% less damage, but you are the only one who can do lots of damage very early, while the adcs and such do way less, if this was implemented into the game, this would surely be kinda busted, full crit damage yasuo would be a thing then, and it's not, so please.. Do NOT add this into the game.

Saianna1 votes

Ofcourse IE would have to change. Its passive should be 50% bonus crit damage as unique.

Seriously.. I have no idea how to answer to your post.. Cause it feels like you didn't understand it at all.

Listen. Right now all you need is 1% crit to deal twice the amount of your basic attack. Ofcourse it's just 1%, but all you need is 1 lucky hit to win.

If you rish for IE you have 20% critical chance to deal 2,5x your basic damage. With my concept If you rush IE you have 20% critical chance to deal 1,7x your basic damage.

And the best part is: In the end, in lategame you'd deal THE SAME amount of damage as you are dealing now.

Seriously..

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