A proposal on how to rework crit chance: the crit bar

lornlynx·10/21/2015, 8:23:25 AM·2 votes·907 views

Wall of text incoming, tl,dr for lazies at end

The problem: Crit Chance as of right now has many problems, often times it is very frustrating to not get your crits when in the middle of an important fight, to get them when you try to push a wave and miss cs because of it, or just to be on the receiving end of 3 lucky crits in a row by the opposite. Additionally it's power is entirely hidden from the player and it feels absolutely unrewarding to purchase more crit chance as a result of this.

A basic, but boring solution: Now one idea would certainly be to transfer crit-chance to a straight attack multiplier, like with Ashe's new passive. This would help alleviate some of the frustrations but still would feel unrewarding to buy and especially confusing to the player, as the question of when it is adviced to switch from pure attack damage items to crit chance and when one outlevels the other. So while it helps it's biggest problems, it would not make anything more exciting of the idea and would even make the Marksman class more dull than it is already now.

A better, rewarding proposal: Crits ARE exciting. Randomness though is frustrating. So why not remove the randomness, yet keep the exciting idea of having an empowered attack once in a while that can be devastating? My idea would be to change crit chance to an attack modifier that occurs every X attacks. Having 10% crit chance would mean that every 10th attack of you would be a critical hit. This would keep the potential damage at the same amount, as theoretically you would still crit the same amount of time over a longer period, but also remove the frustrating element of hoping for a crit and not getting one or being on the receiving end when you are not prepared for it!

This would also keep critical chance in roughly the same power field as it is now, it would be the ultimate way to further your damage and it would reward you for staying in battle for a longer period of time instead of taking two shots and hoping one ends in a crit. It would make fights more approachable, with both teams trying to keep their marksmen alive for the majority of time as they will be rewarded for it adequately. To make the new system approachable, a champion could have the amount of attacks needed for the crit to strike shown as a buff that ticks down, like it currently works with Master Yi's double strike as example.

The bar: Even better though would be a crit bar beneath a champions hp bar, that fills with each attack and once full shows the champion will release a crit with his next attack. The crit chance would basically define the rate with which the bar fills in battle. This would also heavily change battles, as marksmen could approach a situation with planning ahead, staying behind and autoattacking till the crit strikes so their team knows what's coming. This would also make for more interesting plays on the enemy team! Imaging seeing that the bar fills quickly and time your shield for the crit to absorb most of the damage! Or as marksmen change your target appropriately when it comes to get a reset on your abilities, which could again be anticipated by your enemies who could bait you into it! It could completely change the dynamics of teamfights and allow marksmen to have certain defined powerspikes, like a mage would have with the cooldowns of his spells.

Changing marksmen for the better: Now one small issue would be that marksmen would still feel the same, if not even weaker, because you would not get any crits for your first few attacks. If you know you crit every 6th attack, but you also know you probably only come to 8 attacks before the teamfights ends your power will still feel a bit unrewarding as you would achieve your full power by simply not being able to fill the bar twice. A solution for this would be to give marksmen a sort of "empower" scaling, that would gives them crit chance the longer they stay in a fight and keep attacking, which would basically mean that with time their bar would fill faster and faster, theoretically it could go up to a full 100% where they crit with every attack. This would give marksmen a very defined role in the teamfight as a sustained damagedealer that gets rewarded adequately, and also reward assassins for taking out marksmen early in the fight or reward teams for protecting their own marksmen long enough for them to go crazy. To alleviate another issue, the crit bar could also fill up automatically when not attacking champions, which would give marksmen an ensured crit at the start of fight and then reward them again with refilling the bar. The good thing about the crit bar would be that it could be tweaked very easily while being able to influence everything about how marksmen work currently in the endgame.

Some issues: For sure there would still be some issues. One for example would be that it would the screen busier. League is as of now already a very busy game and there is often a lot of additional stuff to react to, like champion unique abilities. Now imagine that every champion that purchases crit gets an additional bar that can completely turn the tide of the battle, you basically get a new power index of something that was completely hidden from your view before. This could confuse a lot of players and make the game even more tedious to play for some. Also many champions would need some balancing, if not even reworking, considering many have unique behaviour with crit chances. For marksmen this would be no issue, as they supposedly get reworked soon anyways, but it would still require a lot of work to ensure every champion working with it adequately, and let's not even talk about the items! Anyways: Phew, that was a lot of stuff, didn't expect it myself to stretch out that much. Anyways, in my opinion the proposal would definitely better than the current system, and would reduce frustrations on both sides while even introducing exciting new playstyles. Probably Riot themselves already have something similar planned with the upcoming marksmen update, or they keep everything the same and only buff outdated ones, but we will see, let's hope for the best :P

TL,DR: Crit chance defines how fast a bar fills, once full you crit. No frustration, exciting plays

2 Comments

Drezmal10/21/2015, 8:34:24 AM1 votes

I 100% agree with this statement and i thought of this before but there's one problem lets say you get a triforce and your a champ like nasus or garen or even mortikieser even though some of thouse champs dont get tri they would if this was the case anyways you would wait for your 10th auto hit your empowered auto flash and do half their damage so what im sayin is that i would love that this be a mecanic but you would have to rework half the items along with tryndamyre and yasuo not to mention the adc meta would change completely so it cant work sadlly

Sightless6610/21/2015, 10:52:36 AM1 votes

Seen this idea before. Really hate it. Don't want to have to play around a "build X stacks then poke" mechanic on every single ADC. Way too homonegizing. I'd give up on the very limited excitement of crits and just go for a straight autoattack damage % increase just because it doesn't modify everyone's playstyle in exactly the same boring way. To me, that's dull. That's really just about as boring and things get. Exciting is the last word I'd use.

Crits ARE exciting. Randomness though is frustrating.

I'd suggest that the only exciting thing about crits is the randomness. It's exciting to get a big number out of nowhere. When they're predictable, they aren't exiciting, they're just another steroid. Get rid of the randomness in any way, and they're going to be nothing more than a number game. I still think making them non-random is a great idea, but I don't think that attempting to preserve the minimal excitement we can preserve is worth warping everyone's gameplay in this kind of boring way.

I know you like this idea, and that's fine and more power to you, but I really can't stand the concept.