Removing crit: A waste of resources?

kcStranger··1 votes·377 views

Here, you can find a relatively active (lengthy) post describing the pros and cons of crit as a mechanic in League of Legends. Personally, I am not entirely certain whether I like crit as a mechanic; suffice to say, I do not think it is ruining League of Legends. (I'm not going to defend my position; for arguments for/against crit, check the link.)

Because I don't think crit is ruining League of Legends, my personal opinion is that even if League would be better without crit, I don't want to see it removed. Removing crit would change the balance on all sorts of champions and items (in some cases even require new abilities/stats) and require a lot of design/development resources. I think we can all agree that there are a lot of moving parts in League, and champion/item design/rework requires all the resources that Riot can possibly give it. I would hate to see a ton of effort go into re-balancing the game around the removal of crit, upsetting the balance of the game even further for not enough reward (in my opinion).

6 Comments

Critmaster Garen3 votes

how about a third option?

removing crit altogether would remove a basic mechanic and depth of the game. but the way its currently realized it cant be considered healthy for the game either. the outcome of a pvp game should be decided by the skill of both players. not one of them winning due to rng (critical strikes on cait headshots).

so instead of removing crit itself, remove the random element of the stat. one example would be to turn it into a stack mechanic akin stattic shiv, or how annie charges her passive. meaning instead of granting a % chance for a critical strike on each attack, auto attacks would build stacks of crit until they reach 100, and then the next auto attack would critically strike. (basically the reverse to how ashes passive works).

in the end, it would amount to exactly the same damage over enough attacks. but it would completely remove random crit streaks, or random crits on abilities. the key here is, that the crit stacks have to be clearly visible for both players.

make it more reliable and predictable for both sides. if you and your opponent know, which attacks are going to crit, you would be able to play around that.

kcStranger1 votes

I'm pretty sure that somewhere on the thread I linked to, a Rioter said that the current implementation of crit isn't truly random; it's pseudo-random in a way that has less variance than an actual random distribution. So, if you have 10% crit and you make 100 auto-attacks, you're more likely to have 10 of them crit than if crit chance was truly random. (A number of studies show that humans tend to underestimate how "swingy" truly random distributions can be.)

Still, I don't hate your idea. It's probably the best way of removing the random element without requiring a ton of rebalancing. I'm not entirely sure that's necessary (I personally don't mind crit), but if they decided it was, then something like this is probably would I would like to see them do. The only problem I have with the implementation you suggest is that by making it predictable, you introduce another element that players have to track in an already very skill-intensive game. E.g., if I'm playing against Yasuo with 20% crit, I need to constantly keep track of how many autos he's thrown out and try to avoid every fifth one.

ABlueQuaker2 votes

Once you get enough % Crit Chance it becomes more of a Stat than RNG.

Earlier on in the game, you can (like the Rioter stated in that thread) fish for Crits. You trade minion aggro for a chance at getting the upper hand in a trade.

SEKAI1 votes

Crit is a game mechanic of dice rolling dating all the way back to good o' table top games. I can't see why you would want to remove fundamentals in games, it's like saying remove hp bars from LoL or something.

It's not like LoL has an engaging combat system that can be specific enough to tell which part of the polygon you're hitting on a character, thus if the hit is vital, on say head or chest, it's a critcrit hit.

In LoL, you kinda need to keep crit as RNG otherwise it wouldn't even work.

Earl Eulrich1 votes

the thing is...tabletop games work with rolling dice, so randomness just cannot be avoided and crit is by far not the only random-factor in those games. LoL works on a fundamental different hardware that is totally able to avoid RNG (to be correct, it can´t even offer real RNG)...so there´s no need to have any sort of RNG left just because of some stupid nostalgia. That´s like not giving women the right to vote just because it worked that way in the past times.

Earl Eulrich1 votes

removing crit and replacing it with another (more constant, rng-less) scaling factor is the only way to make sure the gamebalance finally gets to a healthy state (and while we´re at it...heal-reduction currently is in a painfull state and should just get earased. -50%is not a number you can healthy balance around).

More from Gameplay

More by kcStranger