[{quoted}](name=Fiora All Night,realm=NA,application-id=3ErqAdtq,discussion-id=jxocsOWM,comment-id=000400000000,timestamp=2016-08-01T15:49:20.960+0000)
I hate to break it to you, but Crit and RNG isn't going anywhere.
Riot has stated previously that some amount of RNG is necessary. League of Legends isn't like actual sportsr. When you kick or throw a ball there are tons of physics in play that make any kind of consistency hard as hell. The wind blows the ball, the sun gets in your eyes when you go to catch, a small rift in the ice from a skate diverts the puck, etc. Since things are unpredictable in real life sports there is no need for randomness in the rules to keep things fun. Random stuff like fumbles just happen naturally.
League does not benefit from this. All projectiles are guaranteed to go exactly where you click and few things can really interact with them. Instead of complex physical maneuvers, all we get area few buttons to press and a mouse cursor. Without the randomness of real life physics, everything is far too consistent and there is always a single most optimal way to play. That means to be good at the game, everyone has to play exactly the same and every game will be exactly the same as the last one. Every lane interaction just becomes paint-by-numbers and a single error means you instantly lose unless you opponent decides to screw up worse.
So Riot uses some RNG mechanics to keep things interesting. Except not really; pretty much nothing in League is actually random but instead uses pseudo-random number generation. With actual RNG a 5% Crit Chance means there is a dice roll on every hit with a 5% chance to crit. In League, your initial chance can actually be a bit lower but increases each time you do not crit until a crit is guaranteed. It's not really random - if you have any crit chance at all then you will crit after a certain number of hits. The computer rolls the numbers and knows when you will crit but since you and your opponent do not get to see those pre-rolled numbers you do not know when to expect it so it FEELS unexpected and random. A flat damage modifier on every hit is the same as not having any modifiers at all - with no variance then whoever pulls even a slight lead will always have more damage and auto-win lane.
Riot intends for playing around unexpected moments and inconsistent situations to be a core skill in League. Otherwise games will be won purely by math since there is little other variance in League to enable comebacks or in any way challenge a team that gets a slight lead.
That's also why they removed dodge, right?
Anyway, you don't need to explain PRNG to a programmer; I am aware that it is being deployed in the case of crit. What it actually means is that crit can randomly trigger, but won't trigger more often or less often than the % dictates. In short, it's already less random than crit, but does in fact have varying amounts of burst with high points in dps and low points. Such could completely be eliminated by my proposition.
NOBODY except ADC players think crit is even a remotely interesting mechanic. It simply isn't. There is no skill in something that could kill you, or could not. You have no control over it, thus it is not interesting. All you can really do is buffer your crit chance by hitting a few minions and waiting till you stack up a few non crit autos, before turning around and attacking the enemy champion. If you consider that interesting gameplay, I don't know what to tell you.