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How replace crit system to remove totally luck in game.

Anguibok··2 votes·1,138 views

Hi guys, i will try to traduce my french post talking about crit chance (sorry for my bad english so :/), and the possibility to change the system to remove totally RNG from the game. With all my proposition we will probably nerf crit damage (For exemple 160 without IE and 200 with IE) to make it balance (Because if you can control crit you will do more damage to opponent)

First proposition : 100% crit chance for everyone Buff crit, and nerf damage crit does, add more item who give lot of crit if you realise some conditions (Like Zeke). Like this all ADC could take 100% crit and remove RNG (for late game) First proposition bis : Crit Only when you have 100% crit chance. For this we need more item with a condition to give crit like Zeke.

Second proposition : Count crit You take a number who will become you new basis, this number have to be not to big to let us count, not too small to have more precision in number (for me the best number is between 6 and 10), for exemple if you choose 7, for each 14.3% crit (Lets say it's 15% to let us count easily) you will have 1 crit every 7 attack. If you have 45% crit chance (or 43% to be more precise) you will do 3 crit, then 4 basic AA, then 3 crit etc... Second proposition bis : For 45% crit chance (And still "7" as the basis) you will crit on the 2nd 4th, 6th AA, everytime. For 75% (or 72%) crit chance you will not crit only on the 2nd and the 6th AA. For exemple we could have the table (That every ADC had to know) : X = not crit, C = crit 15% crit : XXXCXXX 29% crit : XCXXXCX 43% crit : XCXCXCX 58% crit : CXCXCXC 72% crit : CXCCCXC 86% crit : CCCXCCC 100% crit CCCCCCC

Third proposition : Charging crit You don't buy crit chance, you will buy crit cooldown between 2 AA who will crit. If you take the fonction f(x)=50/X, if you have 10% crit you will have 1 crit every 5sec. With 50% crit you will crit every second, if you have 100% crit you will crit twice à second. Third proposition bis : With 10% Crit, You crit only if you don't AA for 5 sec, with 50% you have to wait 1 sec before AA.

Fourth propotision : Crit wave. This is the combinaison between the 2nd and the 3rd proposition. You take f(x)=100/X as the fonction for time between a wave over and a wave who will start You take g(x)=X/15 wor the number of AA per wave so if you have 15% crit you will crit once every 6.67 sec With 45% crit you will crit 3 times and wait 2 sec before your next crit With 90% crit you will crit 6 time and wait 1.11 sec before crit Fourth proposition bis : You can't AA when you want your wave come back. (With 15% crit, you crit only if you dont AA for 6.67 sec) Note : This 4th proposition is my favorite.

Some other idea to replace crit ? What is your favorite proposition ? I gavs some number and some fonctions a little bit randomly and i never balanced a game, so how do you would balance every proposition ?

6 Comments

SEKAI2 votes

Today you blame crit, tomorrow you would blame on the matchmaking system, the day after you'd be complaining about balance/patches....

Luck is everywhere, there is no way to remove it. Even if you can, things would just get very, very boring.

Your crit replacement ideas, "Count crit" is you know, how crits are pretty much calculated, albeit slightly different but the ideas are very close. The rest of the suggestions are imo garbage because they would make AD carries either trash or broken.

EDIT: Crit algorithm should NEVER be a function of time, because attack frame is meant to be scale-able and inconsistent on crit centric characters like ADCs.

Anguibok2 votes

They remove dodge, and they wanted to remove luck in game i heard. Why we would keep luck as a variable if we could find another way to define when we crit ? You really think a world without a luck variable would be boring ? So the game is boring for you till no one buyed crit ? This argue is nonsense. You say they will be broken, that why i said we would balance, by probably nerf crit damage (16O without IE and 200 with IE could be a good balance). Whatever, i'm not here to say if my idea is balance or not, my post is here to find the better mecanic for crit (because luck is actually a mecanic, and i'm quite sure we could find a better idea). After find it we could reflect together by asking how the mecanic could be balance. You can balance everything.

I don't understand why time could not be a variable for crit, ADC is not perma AA.

I'm not blaming crit, i said we could find a better idea.

SEKAI1 votes

{quoted}

They remove dodge, and they wanted to remove luck in game i heard. Why we would keep luck as a variable if we could find another way to define when we crit ? You really think a world without a luck variable would be boring ? So the game is boring for you till no one buyed crit ? This argue is nonsense. You say they will be broken, that why i said we would balance, by probably nerf crit damage (16O without IE and 200 with IE could be a good balance). Whatever, i'm not here to say if my idea is balance or not, my post is here to find the better mecanic for crit (because luck is actually a mecanic, and i'm quite sure we could find a better idea). After find it we could reflect together by asking how the mecanic could be balance. You can balance everything.

I don't understand why time could not be a variable for crit, ADC is not perma AA.

I'm not blaming crit, i said we could find a better idea.

Dodge was removed because it was effectively used only by 1 guy alone and he was disgustingly OP as a result of over-synergy his kit has with it. People got tired of seeing Jax dodging AAs, spells, turrets shots and even the frigging fountain laser.

Crit on the other hand, while yes it can be cheap from time to time, it can also screw you over more often than not. But it's not broken or anywhere near the out of control benchmark.

A game should be balanced, but that doesn't mean everything that remotely resembles luck should be tossed out of the window. If you think LoL's crit is bad, you obviously haven't played that game called Hearthstone which I personally despise due to how disgustingly packed RNGs are in that game, it's not stopping it from being one of the most played and competitive game this generation though.

Crits in LoL are fine.

Anguibok1 votes

They are people who get tired with crit, espacially when their oppenent snowball on one kill they took because of 0.93% crit runes (never happen to me). I dont say it's broken or anything else, i say "it's frustrating" and they are no skill in crit mecanic.

I played Herathstone, but that not the same game, when you play HS, you will no that without luck you have 0 chance to win, and everyone is aware of the part of luck in the game, plus, the snowball is totally different, and in HS, the owner of luck can change, and they are still hope But in a game like LoL in the one you can't say it's a game you need luck to win, you could loose your botlane because ADC opponent crit twice more than you, then, they snowball on it, if you had luck later on your crit in the game, that too late, they are already snowballing.

I didn't say it's not fine or anything else, everyone have luck, sometimes it's you sometimes it's your opponent. But they are one thing sure, it's that we can find a better mecanics for crit (And crit deserve it).

Gnart Even Close2 votes

Crit Chance could be used to determine how many autoattacks you need to crit. With 10% you crit on every 10th attack, while with 20% you crit on every 5th attack. 35% would crit on about every 3rd attack. This would remove the RNG and allow higher level players to use it more effectively, without removing the DPS boost that crit brings. It would also prevent a trade from being won by probability. It could potentially be abused on certain champions like Tryndamere and assassins who build Infinity Edge, so maybe it would wear off after a while so it couldn't be stacked outside of battle for an advantage?

The Loveless1 votes

Rework Stark's.

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