Let's talk about Crits and how the game could work without them.

Lost R··2 votes·842 views

I'm not fond of the ADC role, and I'm not fond of how they are expected to build in a very particular way, even more so than any other role. There is no responding to the enemy immediately before you, but rather building a very direct set of crit/attack speed/damage items that don't change much between characters.

Crit chance is the main culprit I'm looking at, since, aside from my general hatred of probability, especially in this game, there's such an emphasis to get an ADC's crit chance to 100%, that it leaves their overall builds incredibly inflexible. Don't even think about trying to build anything else (unless it's a GA), because people will give you titanic amounts of shit for it.

Other champions and roles have no shortage of build possibilities for varying situations. ADCs kind of have those options as well - namely the Scimitar and Maw for anti-maging - but the extreme emphasis on building crit chance makes those options a low priority, even in the face of a team full of mages.

Now bear in mind this is talk about getting rid of crit chance overall, not critical hits. Jhin's last shot, Pantheon's critical spear (barring it gets removed later on down the line), and Miss Fortune's Double-Up, to name a few critical hit attacks, can stay, but there shouldn't be such an extreme emphasis on increasing your chance to do double damage to the point that it's all but guaranteed. It encourages inflexibility in a game where a major metagame mechanic is adaptation and, in the case of a character like Draven, overpowers their basic attacks to the point of ludicrousness.

The role of the ADC is to do consistent, sustainable damage, and crit chance basically flies in the face of that, especially in the early game when a lucky crit (even two in a row!) can turn the tide of the fight considerably, even on a bad play. (I'm especially looking at you, Tryndamere).

There's definitely a better way somewhere out there to go about giving the ADC the damage scaling they need that also allows them to build appropriately for the menace directly in front of them rather than focus so hard on making a specific stat a 1:1 probability to stay relevant, and especially prevent out of control scaling in the early game all due to the exact same probability.

8 Comments

Dragfin1 votes

[{quoted}](name=Lost R,realm=NA,application-id=3ErqAdtq,discussion-id=jTqqJkX2,comment-id=,timestamp=2018-05-27T01:01:45.494+0000)

I'm not fond of the ADC role, and I'm not fond of how they are expected to build in a very particular way, even more so than any other role. There is no responding to the enemy immediately before you, but rather building a very direct set of crit/attack speed/damage items that don't change much between characters.

Crit chance is the main culprit I'm looking at, since, aside from my general hatred of probability, especially in this game, there's such an emphasis to get an ADC's crit chance to 100%, that it leaves their overall builds incredibly inflexible. Don't even think about trying to build anything else (unless it's a GA), because people will give you titanic amounts of shit for it.

Other champions and roles have no shortage of build possibilities for varying situations. ADCs kind of have those options as well - namely the Scimitar and Maw for anti-maging - but the extreme emphasis on building crit chance makes those options a low priority, even in the face of a team full of mages.

Now bear in mind this is talk about getting rid of crit chance overall, not critical hits. Jhin's last shot, Pantheon's critical spear (barring it gets removed later on down the line), and Miss Fortune's Double-Up, to name a few critical hit attacks, can stay, but there shouldn't be such an extreme emphasis on increasing your chance to do double damage to the point that it's all but guaranteed. It encourages inflexibility in a game where a major metagame mechanic is adaptation and, in the case of a character like Draven, overpowers their basic attacks to the point of ludicrousness.

The role of the ADC is to do consistent, sustainable damage, and crit chance basically flies in the face of that, especially in the early game when a lucky crit (even two in a row!) can turn the tide of the fight considerably, even on a bad play. (I'm especially looking at you, Tryndamere).

There's definitely a better way somewhere out there to go about giving the ADC the damage scaling they need that also allows them to build appropriately for the menace directly in front of them rather than focus so hard on making a specific stat a 1:1 probability to stay relevant, and especially prevent out of control scaling in the early game all due to the exact same probability.

Lets talk about whiny lil casuals and how league could REALLY work without them.

Jbels1 votes

{quoted}

Lets talk about whiny lil casuals and how league could REALLY work without them.

Let's talk about shitposters who need to stay in their lane, and how League could ACTUALLY work without them

Dragfin1 votes

[deleted]

Hyquiem1 votes

{quoted}

Go buy tissues or send address and I'll mail them to you whiny child.

No go away you stupid weeb.

Jbels1 votes

{quoted}

Go buy tissues or send address and I'll mail them to you whiny child.

pfft

Dragfin1 votes

{quoted}

pfft

so you went?

Hyquiem1 votes

It’s like that thing where adcs never understood there role, it’s dps not “if one role is fed and can oneshot me I should be able to oneshot them” this is the thing riot loves to help adcs do,

Lost R1 votes

And immediately the thread turn into a toxic cesspit.

More from Gameplay

More by Lost R