What if critical hits penetrated armor instead of doing double damage?

Krinu·11/1/2017, 3:55:49 AM·5 votes·328 views

Pretty much exactly as the title says.

What if, instead of doing double (or 2.5x with IE) damage on a critical hit, you would ignore a portion of the target's armor?

ADCs would still be the best tankbusters in the game as well as the best building objective takers thanks to their high attack speed, but they wouldn't be able to do assassin-level burst by right clicking with an IE and Zeal item. The reduced raw damage output would also help cut down on ADCs drain-tanking things like Elder Drake or Baron without expressly building for it.

I'm envisioning a list that would go something like this:

  1. Critical hits do X% more damage and penetrate Y% armor, exact values TBD.
  2. Assassins reliant on critical strikes for burst on squishies (Rengar, for example) would have their abilities adjusted accordingly.
  3. Last Whisper reworked, retuned, or removed to prevent armor from being totally useless.

Thoughts?

13 Comments

Rebonack11/1/2017, 5:11:54 AM2 votes

I've been pitching this exact idea for...

Well. A while now. Since before we got the new forums, for sure.

The usual objection against it is some permutation of 'but it'll make Tanks feel bad about building armor!'. Which is sort of true, I suppose. Armor would still be effective against non-crit basic attacks as well as any AD scaling abilities. And since it would come paired with the removal of Last Whisper and (likely) extensive changes to Black Cleaver, I suspect on the whole Tanks would get tankier. Just not against three-item Marksmen, the class meant to grind them down.

Gigglingdeath11/1/2017, 4:07:51 AM1 votes

I'm just gonna let you know I did read this, I did not downvote it, but I also can't really formulate a good response to say why I think this wouldn't be a good idea. My brain inherently seems to know it's not, but I'm too tired to try and put the reason into words.

Ahris11/1/2017, 4:15:39 AM1 votes

I do agree crit needs a complete rework.

Having 2.5x the amount of AD you have and the ability for all your skills to scale with AD while autos will have 2.5x of your total AD is just SUPER broken.

Taliyah Rocks11/1/2017, 6:18:38 AM1 votes

They need to rework critical strikes, and for this there are multiple possibilities without changing the core of a critical strike:

-Make critical damage scale like Lethality does. ADCs that purchase crit items usualy want to build late-game power, which is fine, but becomes a problem when the adc reaches their power spike at 15 minutes with two items. Allowing crit to scale would tone down their early damage without ruining their full-build output, and would force adc to sacrifice some of their early power for lategame damage. Tristana, Twitch and Kog would be much more manageable if they power spiked at 25-30 minutes instead of 15.

-Make critical strike chance work on a system similar to PPM (proc per minute) which would reduce lucky (or unlucky) crit streaks. Which means no more triple crits in a row with only 10% crit chance (or at least way less often) or the other way around, no more 3-4 regular strikes when sitting at 80% crit chance. Basically, your initial critical strike remains the same, but when you crit, your crit chance gets reduced, and then increases for each consecutive regular hits. Overall you would crit just as often, but your crits would be more regular. This system would need to be on a target-basis to prevent crit fishing.