RNG in a skill based game

vscAloha·11/4/2014, 9:17:07 AM·1 votes·1,286 views

I've had questions about crit chance, and specifically IE, for a quite a bit, as it seems to go against most of Riot's philosophy (as I intemperate it).

(Explaining for the sake of "hey, this is where I'm coming from") This is, primarily, a mechanically based game which also requires some ESP and practice to play effectively. There is cheese involved (and a lot of it is curdled), but it can all be overcome through the aforementioned systems and are levers Riot can tune to a degree. There are obviously exceptions to the rule, especially true for older systems, as the game is constantly molting and aging (sometimes like milk, and sometimes like wine).

The exception that most blatantly comes to mind is Crit strike- this enhances the dps value of an item for any AD exponentially (quite literally), and there's absolutely no action anybody can take against it other than one mastery in the defensive tree and ritualistic prayer or volcanic sacrifice. If someone (frail champions especially) is incredibly unlucky (like me, won't lie) and ends up on the wrong side of the crossbow/bow/gun/boomerang that decides to roll three crits (especially on a low chance, akin to 25%) in a row, that's doubled the dps their gold income should allow them to output at that time, and tends to spell fatality for most non-tanks.

Infinity Edge is the paragon of crit, the Excaliber that helps you exkillaber extremely fast (nearly forgot my Kappa). In that, it allows one autoattack to hit harder than any other targeted nuke in the game (assuming both are fully built), and an Autoattack has a cooldown (analogical to AS) of about .75s (assuming 1.5AA/s (assuming the math is right)). Just looking at the item itself

4k for 80ad 25% for that 80ad to become 200ad due to the passive. assuming you only have that, the net dps/aa increase is 110 instead of 80, which is a pretty crazy power spike, even if you have all three components before you combine them. That net dps/aa increases exponentially as more crit is built.

        *theorycraft*

What if Infinity Edge if it couldn't proc its own unique passive. Let's just say goodbye to the inherent crit chance and require you to base your build to spec max crit, with IE not being the first item on that build. That would cause an entirely new line of ADC build. Interesting consequence, will post a thread about what that would do later. end theorycraft because that's not what we came here for

With some help from RNG and a little attack speed, almost any AD can burst harder than the archetype literally called burst mages with no fear of an enemy mitigating said damage because it's all targeted autoattacking. Should RNG allow one role of champion to outclass another, when that "another"'s role is to literally do only what sustained damage ad's do better?

The only thing that I can really see justifying crit in League is that it is a DPS gate for AD champions. It unlocks that fabled DPS for only a select few champions that can utilize it, instead of having Fighters have easy access to high damage through pure numbers (if crit didn't exist here), it gates it behind gold and fraility.

        *I'll be on to edit and expand upon this tomorrow when I'm all refreshed and fun again.
        *Might sound like I'm trying to QQ but I'm 100% curious as to why RNG is allowed to decide the dps of an ADC. Nothing                               anybody can do if either team gets good rolls. Also trying to start discussion on the mechanic itself.

18 Comments

Xemeron11/4/2014, 2:28:29 PM5 votes

Skill based, lol. THis game is purely luck based. Whoever gets the fewer noobs reaches challenger, while people with same skill level stay in silver cause their Team basicly goes 0/10 before7 minutes every game. This game has nothing to do with your skill, only your luck.

yellowbricks11/4/2014, 2:01:16 PM4 votes

"We've removed dodge because we hate rng in a skill based game"

-leaves crit untouched-

:^)

disregardable11/4/2014, 9:53:16 AM3 votes

You can always build up to 100% crit. That is always a good time.

Easyyy11/4/2014, 2:27:05 PM2 votes

Whaaaaa????? You mean the Ad CARRY is supposed to do the most damage? Whaaaa????

Lord Dusteon11/4/2014, 1:19:16 PM1 votes

...First off, crits only apply on autoattacks (with a FEW champions having abilities that crit), which makes Thornmail hard counter crits (while any armor normal counters them). Second, changing THE crit item into not having crit would just severely gimp adcs lategame (the part they are suppossed to be good at?) and make them useless until they got at least 3 items. Third, no, adcs aren't going to outburst a mage. They WILL do more damage over that mage's cooldown periods, but they won't really burst. A mage is more likely to do 3k damage in 1 second. An adc is more likely to do 3k damage over 6-8 seconds.

xDingwithsalad11/4/2014, 9:09:21 PM1 votes

stop saying literally

2pudge1cup11/7/2014, 1:55:49 PM1 votes

I never understood the anti-RNG crowd. You do realize it serves as a comeback mechanic? Too much RNG is obviously bad because you get dice rolling. Too little is also bad because it makes the game linear and a 30-40 min game decided within the first 5-10.

Easyyy11/7/2014, 9:32:23 PM1 votes

I used to think that also.....when I was bronze 5 last season. Then I guess I got lucky and got to silver 2. Then I thought I got incredibley unlucky when I got placed in bronze 3 this season. Guess I got even luckier than I am Plat now. And Wild Turtle could carry a bronze game down 0-30 with no runes or masteries on