[CRITAL STRIKE REWORK] Making Crit work like Fervor of Battle (No more burst)

Aalydon··73 votes·3,187 views
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Preface: I want to suggest a rework for Crit that makes it a stable, healthy, and easily balance-able stat. If by chance you don't agree with any of the scaling proposed, which are literally just trading the live stats 1 for 1 for comparison's sake, Riot can always tune them down to each individual auto attack because there is no longer any RNG. However, adc's will already "lose" a lot of damage to begin with. (0 burst damage, more sustained damage) Still, I would love to hear other peoples thoughts on where they think this rework misses any marks, or what edge cases could be too OP. (some topics I already thought of are in the -Misc- section.)

------ Crit Rework ------

  • The TL;DR of this crit rework is "crit works like fervor of battle"

This is a crit rework that "fixes" crit so it has zero RNG, does "less" damage at early stages of the game, "more" damage at later stages, and doesn't have any sudden burst element. The stat also has it's own built-in counter-play that isn't "buy more armor". Thus it'll make divers, skrimishers, and assassins better by proxy if they're able to do their job (prevent the carries from auto attacking) the reason for this is because it inherits fervor of battle's game space, where sustained auto-damage is useless if you get cc'd, bursted, zoned away.

"CRIT CHANCE" -> changed to: "CRIT RAMP" (conversion is 1-1: 10% crit = 10 crit ramp) "CRIT DAMAGE" -> changed to: "CRIT CAP" [base 200] (conversion also 1-1)

"For every auto attack against an enemy champion or epic monster, you additivlely stack [CRIT] equal to your [CRIT RAMP]. Auto attacks deal BONUS physical damage equal to: [CRIT]% BONUS AD. Maximum [CRIT] is [CRIT CAP] [CRIT] decays by [CRIT RAMP] after not attacking an enemy for [3 + 100% of total Attack Speed] seconds."

**EXAMPLE 1: ** You have 20% CRIT RAMP, the base 200% CRIT CAP, 60 base ad, and 50 bonus ad. (BF and Zeal item rush, more or less)

Your first auto attack deals 110 damage, the next will do 120 (110 + 20% of bonus AD), subsequently 130 (110 + 40% bonus AD), 140, 150, 160, 170, 180, 190, 200, 210, 210, 210.... 210..... etc. at this point you've hit your CRIT CAP and the "crits" do slightly less damage as live crits, but happen every auto. (live auto's crit for 220). This scenario can only happen if you manage to stay alive as an adc for 10+ seconds while consistently auto attacking. (getting chain cc'd means you might lose your stacks, if you don't die) Not a lot of adc's have much greater than 1.0 Attack speed by this point in the game either, so you only have 4ish seconds of breathing room between auto's (fevor of battle gives 8 for comparison)

Essentially, marksmen break-even with live damage numbers somewhere after 9 - 10 auto attacks and then do more damage afterwards, assuming with live's 20% crit chance you crit 2-4 times in 10 auto's (crit chance isn't linear unfortunately, so comparing to live is difficult). So at the beginning of a fight marksmen won't have the damage to melt face immediately and need to "ramp up" for their bonus damage on auto's. "lucky crits" that can burst you are gone. If divers, skirmishers and assassins can get to the adc, they'll have upwards of 8 of seconds worth of time before the adc is able to kill them (dosent necessarily mean the adc will die, just that the other class diving them can't die without outside intervention). Skirmisher's love medium extend fights like these, especially in the early game. However, if everyone leaves an adc unchecked in the middle of the fight, they'll eventually do more damage than any other class in the game, as they should. IMO adc's should be able to kill everyone, but only if they are able to respond to threats and auto attack consistently!

This still works late-game!

EXAMPLE 2: You have 80% CRIT RAMP, 250 CRIT CAP (+50 from Infinity Edge passive), 100 base AD, and 150 bonus AD

first auto deals 250, then 370, 490, 610, 625, 625, 625... 625... etc.

Obviously the CRIT RAMP stacks much faster per auto attack, yet in the first 3 auto's, an adc has lost anywhere between 390-765damage (2 or 3 crits in 3 auto's with 80% crit on live is fairly consistent) but in the next 3 auto's they've lost a maximum of 15 damage. ADC's are therefore still able to do the damage late game that they are known for, but only if they stay alive long enough and know how to position in order to auto attack those first couple of times. If they get jumped by a diver or assassin, those classes still have 3-4 seconds to do their Job. Late game those couple of seconds count for a lot.

---Notes----

The side effects of this rework are: that it heavily favors adc's with Attack speed steroids or extra auto attacks, adc's will opt into sustain AD items before crit to stay alive, and crit no longer works/stacks on minions. However, I believe it is still balanced in regard to marksmen as well as 3 of the melee carries that still build crit: Yasuo, Yi, and Tryndamere. The only exceptions are Jhin, Ashe, and Graves, who have crit scalings already in their kits; GP, as his play pattern doesn't support it; and Statikk shiv's lightning, which can't crit to start a fight.

Lastly, Crit Ramp as a stat is not something that adc's are going to rush, or something tanks are going to buy. They can't because it deals bonus damage based on their BONUS AD. If you first back and get a zeal with 15 ad in runes and 7 ad from a Doran's blade, the maximum bonus damage you'll get on your auto's is 44 after auto attacking a champion 10+ times! You're better off getting a BF which will just give you 40 AD out the gate, which also enhances your ability damage. IE rush also becomes situational/not effective as the passive doesn't come into effect until you're exceeding the base Crit Cap. Tanks won't build crit at all similarly because they'd still need to buy bonus AD in order to make use of the crit. Skirmishers would be the only class that can dip into crit itemization. (Another class CAN build crit with ad, such as a fighter or bruiser, but then their building into a skirmisher identity instead of their own class identity)

---- Misc----

Q1. What happens to abilities that crit? A. they can stay as is, crit strikes and crit ramp are comparing 'an effect on an ability' to a 'stacking stat buff', and most if not all of those abilities are "guaranteed crits" anyway, or riots way of saying "do bonus damage if X happens with some crit text flair". If however I'm forgetting any edge cases let me know. Yi and Garen would have to take a look at Q3

Q2. What happens to critical strike animations and the their crit damage text? A. probably something like: If ( %Bonus AD damage from Crit >= base auto attack damage) then: show crit animation. This visually makes it clear that you're "online" as an adc and that you've actually doubled your auto attack damage.

Q3. Could more abilities now interact with crit ramp and not exclusively auto attacks? A. Yes. In one of 2 ways. Either the ability gives Crit Ramp if it lands (abilities buffs auto's), or the ability applies Crit's bonus ad damage (auto's buff abilities). The best two examples of this would be Garen and Yi respectively, who already have the afore mentioned interactions. Garen could now get a crit ramp stack if he hits a champion with E ticks, buffing his next auto attack, and YI now applies all his bonus Crit AD to his Q, so it's tied even more to his auto attack pattern. (I'd really like to see adc's with similar interactions as above, like Lucian getting a Crit Ramp stack on his Q, and Jinx getting Crit AD on her W)

Q4. What happens to Jhin? A. not sure. IMO he still has his lethality build and he's not designed to be a tank buster, more of an adc/skirmisher/ranged assassin that focuses squishys. It's possible that he might be fine if his final auto always crits at the Crit Cap exactly the same way it does on live (with total ad as well) but he'll still lose all his crit ramp stacks after reloading as the trade off.

Q5. Ashe? A. her crit scaling is her passive. which just gives her bonus ad basically. Nothing has to change, she'd still keep her reliable auto attack scaling. The only difference is she wins fights the shorter they last compared to another adc, which has to Ramp up, since she starts the fights with the same immediate amount of bonus ad damage that she ends with.

Q6. Graves? A. The "crit scaling" I was referring to was that he gets extra shells in his buckshot when he crits. This is a strange case interaction where the best I can say is he gets +1 shell for every X amount of crit he's stacked. However, Graves's Identity is that of a burst ad caster now, not a sustained damage dealer. Something might have to be done similar to Jhin to accompany his reload mechanic and auto attacks.

Q7. GP? A. GP is a Burst orientated AD Caster that builds crit 'cause BARRELLSSS. Honestly, he'll probably have to build tankier and walk up into fight's to get auto attacks in if he doesn't just do his lethality build. I'm really not sure with him. it's hard to provide a crit rework that doesn't at least fuck with one of the crit melee carries. Trynd and Yasuo's interactions with crit ramp are actually not nearly as bad. Yasuo just gets double Crit Ramp, but a smaller Crit Cap, and is less bursty overall to begin with, and Trynd can still stack rage on minions, but won't be stacking Crit Ramp till he starts auto attacking champions.

Q8. What happens to Statikk Shiv/ other zeal items? A. simple answer is each of them can get a new unique interaction with Crit Ramp. Shiv can still do it's thing for the beginning of a fight/do aoe waveclear, and can also provide a base amount of Crit stacks so you always start a fight up 1 auto attack worth of Crit Ramp with the energized passive. Runaan's bolts can each give a small amount of extra Crit when they hit champions. Phantom Dancer can give extra Crit Ramp for attacking the same target, and Rapid Fire can add extra seconds to the decay timer so you can extend a poke pattern with it's bonus range.

Q9. What are the break points/ power spikes for Crit Ramp? They're at 10/20/33.33/50 without IE, hitting the Crit Cap in exactly 20/10/6/4 auto attacks, and 50/62.5/83.33 with IE, hitting cap with 5/4/3 autoattacks. (notice though the amount of gold you'd have to spend to only get Max Crit Cap 1 auto faster at this point.)

Q10. Would Randuin's omen anti-crit passive need to change? A. Probably not. It'd make every auto after the first to do 10% less total damage. If that's too overbearing though the passive could change to "an Enemy's Crit Ramp is reduced by 10 for auto attacks against you." Early game that means having 20 Crit Ramp - which usually takes 10 auto's to get the Crit Cap - would actually take 20 auto's. Late game it means much less, but by then ADC's are supposed to be able to handle tanks better. If that's **still ** a problem it can be a percentage decrease instead.


And that's the rework! The likely hood that this falls on deaf ears is pretty high but just in case... This is about as close to an "interactive critical strike" system that could be available to the game. If the rework has any merit, Riot, please iterate on it!

87 Comments

Darkdemon6538 votes

{quoted} I want to suggest a rework for Crit that makes it a stable, healthy, and easily balance-able stat.

It already is, so what's the point?

Aalydon23 votes
  • Stable: I don't think it is stable because the stat as it currently works is Riot's Psuedo-RNG system. Even if it is Psuedo-RNG that Riot can control, the system isn't full-proof. Getting 3 critical strikes back to back with only 20% crit is not unheard of for an adc. I have experienced this on both the giving and recieving end of the RNG.

  • healthy: in it's current state, crit is entirely focused on doing Burst damage with your autoattacks instead of being a buff to your sustained damage. This is a conflict of what I believe a marksman's identity is supposed to be, and is the reason the past couple of patches have all had ad carries in the meta who can use Statikk Shiv and IE to their fullest potential (Cait with range, Twitch with stealth, Trist with an innate burst and escape, vayne with Q crits.... etc.). additionally, Riot has never released how their Psuedo-RNG for crit actually works, only saying that it's not linear. Not knowing a whole aspect of a system of damage in the game isn't "healthy" in my eyes. (if they are hiding it, it's because there is a "most efficient breakpoint" that they don't want players to abuse)

  • easily balance-able. a straight %Damage increase to auto's is reliable to adjust, where as Psuedo-RNG is still RNG and not 100% reliable to adjust (and they've never opted to touch that system directly as far as we know, this rework allows them to).

What i'm trying to say is that the current system does "work", however in comparison to this rework, it would be better in these 3 ways.

Rainfall8 votes

why do people make these posts? crit is here to stay.

Chembaron Yamada7 votes

Ashe Graves Jhin You mentioned these as the only champions with crit scalings/interactions in their kit, but that is not true. There are more champions affected by this change.

Caitlyn The damage of her passive is scaling with crit. Quinn The CD of her passive is scaling with crit. MissFortune Her ult is able to "mini-crit". Q is able to crit (just guaranteed if first target killed) Vayne The bonus damage from her Q is able to crit, not guaranteed. Xayah Damage of her E is scaling with crit.

Just wanting to point out: introducing this takes alot of rebalancing. More than you covered in your post. And especially Jhin would need a hefty rework to make him function again. Right now, every crit gives him a MS buff. That would just work with every 4th shot in your concept, but that's not how it should be. Jhin got this mechanic to improve his kiting in the late game. He would lose alot of his kite ability.

And in general I am worried how these changes benefit ADCs with AS steroid... Hyper carries ala Kog'Maw, Jinx, Tristana etc. are going to benefit alot more from these changes, while ADCs specialised in poking enemies from far away like Varus and Caitlyn would lose alot of damage.

Aalydon3 votes

Hey, thanks for pointing out some more interactions.

keep in mind that the conversion from Crit Chance -> Crit Ramp and Crit Damage -> Crit Cap also has to be reflected in champion ability scalings. All those numbers are still 1-1 conversion so effectively this just means Cait, Quinn, and Xayah have no fundamental change.

eg: cait's passive gives her an auto that has bonus %50 AD + (0.5 × total critical strike damage modifier × critical strike chance %) AD this changes to: %50 AD + (0.5 × Crit Cap/100 × crit Ramp %) AD [in this case the " total critical strike damage modifier" is 2 or 2.5, hence dividing by 100] and so headshot's bonus damage will still hit for the same amount.

The only ones I have to look at are:

MF: "guaranteed crit" which i brought up in Q1 in misc is self explanatory just does "double damage" (+[ Bonus Crit Cap]% if you want to extremely specific about this change), the "mini crits" on her ult though are a different story. Live: "Each wave can Critical strike, based on critical strike chance, dealing 20% × (1 + bonus critical damage) bonus damage."

Changing her ult to interact in BOTH of the ways that I outlined in Q3 would probably be okay, so each wave gives her X CRIT, and also applies her Bonus CRIT AD. Essentially, each wave will do X% AD more damage than the last as long as it's hitting someone. I don't know what X would have to be to make it balanced, but that would be how I would make crit interact with her ult. As an aside this also means she has a good way to ramp up her crit quickly and then continue the fight afterwards.

Vayne: "Tumble can critical strike and interacts with critical strike damage" changed to: "tumble's bonus damage is added to her bonus ad before calculating her [Crit]AD"

Riot is removing q damage critting soon though so i'm not too worried about this one.

I forgot about the Jhin MS passive, but i have a relatively simple solution, in Q2 I considered "what happens to crit animations and crit text?" and said that it triggers when Bonus CRIT AD is >= Base Auto attack damage. for Jhin he could get his passive whenever that is true in the same way. It does mean that every auto after the first one that gives him the MS will ALSO give him the MS... but I think according to Jhin's strange class identity and how he'd lose his CRIT stacks on reloading, that's a fine trade-off. (in this case Jhin's first auto will never give him the MS buff, but his second third and always fourth can depending on his items.

I'm sure that if this was an accepted rework that there would be a good amount of balancing involved, but the simplicity of Crit Ramp's stacking makes it easier to balance than live's current iteration of crit. And it's right around now for pre-season that Riot does hefty balance changes anyway

I did say that the AS focused hypercarries do get a bit extra here, but they as a class are supposed to get slightly better interactions with crit late game compared to other adc's. They'll have a weaker early game than before since crit is useless without bonus AD, but a better late once they finish 3 or 4+ items. (Kog might do his on-hit build, however) Cait in particular is designed to be a bully in lane and come out ahead, otherwise completely fall off if the game goes on too long. And as for Varus and other ad casters, I'd highly expect crit interactions to be added to their kits. Varus w passive for example could give him Crit ramp for each stack of blight that he pop's on a champion. There's also nothing stopping riot for reducing all the zeal items' Crit Ramp by 5-10% if crit is "coming online" too early.

Chembaron Yamada3 votes

Maybe I overlook something, but why do you want Jhin to lose all these stacks while other ADCs are able to hold them infinitely as long as they keep attacking?

Because of his fixed attack speed, he already does less DPS than other marksman. I don't understand why we should punish this even further with that mechanic. If anything like that, I would suggest that Jhin can keep his stacks by casting spells in the reload time. Just like he is able to hold his 4th shot by using skills, reseting the timer for the reload.

Kaeblen1 votes

I don't think he's saying he wants Jihn to lose them, he's just observing that that is what would happen, unless further changes are made. It's a point of balance he notices may need attention, but he does not have an immediate answer for.

SlashStriker5 votes

and crit no longer works/stacks on minions

Are you serious? Was that the actual problem about crits? Crit damage on minions?

Aalydon5 votes

that is a side effect. not a goal.

If damage to minions somehow means certain adc's cant wave clear at later stages of the game, then a % Bonus AD damage increase equal to crit ramp against minions would be the way to go, but all ADC's aside from vayne and kalista have some form of aoe damage they can use to waveclear. One of Vayne's weaknesses is supposed to be her lack of waveclear anyway, and it's just one reason (aside from burst damage) that she builds statikk shiv. Kalista gets runaan's as a core item as well anyway.

the reason i'm saying crit shouldn't stack on minons is because of the same reason that live's fervor of battle doesn't stack on minions. Adc's damage would just be amplified constantly as long as they auto attack anything, and then they can start a fight at crit cap with nothing but a brawlers gloves and a little ad. that's just not a good idea to allow.

for the same reason i was even considering saying crit wouldn't stack against epic monsters either, but decided against it because that is one area where adc's need that dps from crit. Otherwise on-hit builds would trump crit at every stage of the game for dps to those objectives.

SlashStriker4 votes

How is Vayne suppose to get gold then?

You are nerfing single target damage not Statikk Shiv

I think you have to rethink your concept a bit better

DarkSunSovereign2 votes

Idk, fucking lasthitting? Like every single non-adc? She could also, you know, buy shiv or runaan. If she still sucks do what OP said and make crit ramp give you bonus dmg vs minions.

SlashStriker1 votes

{quoted}

Idk, fucking lasthitting? Like every single non-adc? She could also, you know, buy shiv or runaan. If she still sucks do what OP said and make crit ramp give you bonus dmg vs minions.

you gonna last hit at 30 minute mark???

DarkSunSovereign1 votes

Considering every auto deals half of the minion's hp, it shouldn't be hard...

Kaeblen1 votes

if you can stack your crit damage on minions, that means you can start a fight with max crit damage, rather than having to ramp up during the fight.

It's an exploit that would force adcs into a very specific play pattern AND give them un-necessary power.

SlashStriker1 votes

The suggested crit change is just Fervor of Battle renamed. I don't think it's the way crit suppose to work at all

Champions like Ryze and Zed have decent waveclear and i don't see any reason to hurt the farming powered of single target ADC's - champions like Ashe, Vayne and so on even champions like Yi. Making crit to be the way it's suggested wont solve the problem.

It's much better if we say every X attack is critical strike or increase crit chance and reduce crit damage are much better options than making turn Crit Chance into Fervor of Battle

There is possibility that it will open way more problems that solve current one

For instance Vayne may become useless since she wont be able to farm most of the game therefor wont be able to get any items and we are avoiding the main problem with Vayne - Her stealth has no counterplay Meanwhile assassins like Zed have AoE and have 0 problem farming. Even if Zed is way harder to gank he got way better counterplay than Vayne

Kaeblen1 votes
  1. Um, that's unrelated to what I just told you. you suddenly started talking about waveclear. I was not talking about waveclear.
  2. You seem to believe I actively support the idea in the op. I don't. I think it's a new and fresh view; I think it's better than what we currently have with crit; but I don't think it's the correct solution. I personally think crit should be removed altogether, and that only very small buffs to damage would be necessary to compensate.
Apocalypsic1 votes

That's literally how you play Ashe in lane.

Kaeblen1 votes

Champion abilities dictating play style. vs Item abilities dictating play style.

I think I prefer the first.

Apocalypsic1 votes

I agree I'm just sayin.

I love Ashe because she has consistent damage that ramps up and doesn't have to rely on RNG to do damage.

IdveYsUfSK5 votes

seriously just remove crit already. Then implement them on skills like fiora's e for crit. That is a good design.

I Main Swain4 votes

i have several problems personally. for one, balancing adc's in the league of cc/mobility is pretty freaking hard because they have to be able to either survive for long enough or deal enough damage to have an actual impact, and quite frankly with your proposed changes that could make it horrendously difficult for many adc's. i personally am not a fan of making it so focused on attack speed alone because that itself introduces a lot of problems between champions that have really high AS steroids and the fact that AS isnt always the best thing to go for. if they implimented this they would have to make adc's as a whole a LOT more slippery, especially champions like varus and twitch who dont have particularly high self peel potential. not only that but there are some adc's who focus more on burst or poke rather than auto attacking for days. all this aside, youre forgetting the melee crit champions like yasuo and tryndamere, who are very much NOT meant to be in long lasting battles. i think youre going in the right direction, but i dont think this particular change would work out in the end.

imo crit should be more focused on being a late game power than an extended fight power because thats what its intended to be even now (early game low crit chance + sacrificed flat damage boost + late game high crit chance= weaker early game stronger late game). my idea that i had was something along the lines of converting crit chance to % bonus damage that scales with level.

Kaeblen1 votes

Truth is, with these changes, crit would become a circumstantial stat.

a lot of the time, it would be better to build straight AD. Especially in cases where continuous damage isn't possible.

but, you know, that change isn't so bad. ADC's are supposed to focus on continuous damage anyways. Forcing a champion to actually pay attention to its inherent weaknesses is not a bad thing.

I Main Swain2 votes

like i was saying though adc's arent the only crit based/oriented champions and even within adc's they arent always supposed to focus on sustained continuous damage. to change crit to focus extended fights with AS focused builds would require enormous amounts of power shifting and rebalancing. yes, many adc's are meant to focus on more drawn out fights, but that doesnt mean crit is meant to do the same. however, adc's and crit both are supposed to be weak early and strong late, so it would make a lot more sense balance wise (not just for adc's but for crit, which is the actual topic of discussion) to have crit be a damage boost that scales with level

TotalJerk4 votes

Removing resistances and regen from the equation: If a target has 1000 HP, there are effectively a few hard power levels

  • If an attack does 200-249 damage, it will kill the target in 5 hits
  • If an attack does 250-333 damage, it will kill the target in 4 hits
  • If an attack does 334-499 damage, it will kill the target in 3 hits
  • If an attack does 500-999 damage, it will kill the target in 2 hits
  • If an attack does 1000+ damage, it will kill the target in 1 hit

One of the reasons that some people say Nasus has a better mid than his late is because the gap between being able to 2 shot and 1 shot a squishy with Q is a fuckton of stacks. This kinda problem isn't as harsh for ADCs because their damage output isn't simply a matter of counting hits. If crit is to be removed, the hit counting aspect will need to be considered. If damage is consistent, ADCs may end up focusing on "x shot builds" and stopping the moment they get over a particular hard cutoff. You already see this with some assassins that will stop building any more damage after getting fed when they have enough AD/AP/pen to kill a target in one rotation.

Champion Skin4 votes

Q7. GP? A. GP is a Burst orientated AD Caster that builds crit 'cause BARRELLSSS. Honestly, he'll probably have to build tankier and walk up into fight's to get auto attacks in if he doesn't just do his lethality build. I'm really not sure with him. it's hard to provide a crit rework that doesn't at least fuck with one of the crit melee carries. Trynd and Yasuo's interactions with crit ramp are actually not nearly as bad. Yasuo just gets double Crit Ramp, but a smaller Crit Cap, and is less bursty overall to begin with, and Trynd can still stack rage on minions, but won't be stacking Crit Ramp till he starts auto attacking champions.

You could just have GP barrels scale with Crit Ramp like Xayah E which currently scales with crit 0-50% increased E damage going from 0-100% crit (though if the wiki is correct it apparently isn't capped at 100% crit)

Aalydon1 votes

This i think is perfect. +1

Fütanari3 votes

no. keep crit and bring back dodge you know when league was fun?

UnboundHades24 votes

i cant tell if your joking or being serious since u make a lot of troll comments

Fütanari2 votes

{quoted}

i cant tell if your joking or being serious since u make a lot of troll comments

troll? Look at all the threads on here. "remember when league was good in season 1-3" etc. now it's "league won't last another season"

GankedByWindows7 votes

People have been saying League is in decline/won't last another season for 4-5 years now. That doesn't hold much weight.

Fütanari4 votes

[{quoted}](name=Shoot To ThriII,realm=NA,application-id=3ErqAdtq,discussion-id=kAPjVtny,comment-id=0000000000000000,timestamp=2017-09-23T00:01:02.223+0000)

People have been saying League is in decline/won't last another season for 4-5 years now. That doesn't hold much weight.

but the game is getting worse every year especially the balancing.

GankedByWindows7 votes

People still say that all the time, and yet the game continues to soar to new heights in popularity. It is clear that either people don't agree with that statement, or it simply isn't enough for most people to quit over.

Fütanari3 votes

[{quoted}](name=Shoot To ThriII,realm=NA,application-id=3ErqAdtq,discussion-id=kAPjVtny,comment-id=000000000000000000000000,timestamp=2017-09-23T01:18:49.995+0000)

People still say that all the time, and yet the game continues to soar to new heights in popularity. It is clear that either people don't agree with that statement, or it simply isn't enough for most people to quit over.

uh new heights? have you seen this all the shit they have done lately that pissed people off? removing duo queue caused a huge uproar until they put it back and now the ip to essence which is hurting vets are also making a big thing.

SithesisLord4 votes

essence which is hurting vets

WAAAAH RITO IS TAKING AWAY A VIRTUAL CURRENCY THAT ISN´T EVEN MINE WAAAH

-Every League "Vet", 2k17

Rito Staff4 votes

loool wut, if you earned it through playing, and used it to bought runes and champions then it is yours lul, who else would it belong to?

GankedByWindows3 votes

Yes new heights. It remains the most popular game of all time (judging by accounts/active players), and has been on an incline in the past few years. Remember when Overwatch came out and it was the "league killer"? It even managed to briefly top League in PC Bangs. Yet, it fell back to Earth, while League has not. Every time a challenger comes to try to take League's crown, it has always failed so far. Saying that League is in decline is just demonstrably false right now.

That isn't to say League is immortal, it certainly isn't. But the last few seasons haven't been a League in decline if you look at the numbers. Not even close.

What Is Smite2 votes

Have you even compared the Seasons where Meddler has been Lead Balance (Seasons 6 and Season 7) vs Morello (Season 2 through Season 5)

Literally the changes Morello made to the game were healthy, the only regret he had was creating the bruiser champion typing and letting it flourish. At every point in Morello's time as Lead Balance he had brought only good things to the game for the players and kept things in check meanwhile with Meddler things hit one extremity or another.

Rito Staff2 votes

I wouldn't say it's 'soaring to new heights in popularity' though. Riot had said they were losing players :l

Any increase in popularity is probably just people who didn't know about it but now do. "Oh, so this is the game they talked so much about, ok"

PantWear2 votes

yub kinda wanna quit sometime becuase riot is sooooooo stupid with the balances they think making a champion broken vs other broken champ is balance becuz broken vs broken= Balanced wtf riot do someting.i regret spending money on a game that cant even balance it just get worse every season. the reason riot make a champ broken is becuz riot want to bring them to a meta again taht y riot make the champ broken just to bring back to meta wtf riot.

Dengeden3 votes

First, google "Why Crit is good for the game + Riot" or something to find a Rioter defending it. Second, Riot does not want ADCs to be forced to farm in sidelanes to be relevant. And neither should anyone, what's the point in delaying the game like that?

Bard R Friday2 votes

I really like this idea.

sutora32 votes

why are you trying to make this grolious build unviableitem 3147 item 3142 item 3087 item 3814 item 3031 item 3078 edit:here is an example https://giphy.com/gifs/8mQoTwF5yGMMM

Celestial Lion122 votes

crit is not the problem

AirKingNeo1 votes

Partially yes

Celestial Lion121 votes

partially but crit has been around since the beginning and only when adcs are strong do people ever complain about it, right now the problem is how cheap ad items are and how good enchanter supports are, and how good tanks are, as well as how weak divers and assassins are

Kaeblen1 votes

Crit is not "the problem", but it is definitely "a problem".

ModKnightsKemplar2 votes

I would like for there to be good discussion around this post, because you make some really great points and it does address some of the problem with crit.

I don't love the ramping solution for other reasons, but I think talking about this stuff will give people ideas. It's certainly better than what crit is now. Good post.

Smitty Manjensen2 votes

Well, the idea seems decent at first but this would make them probably too weak, talking about ranged adc, melee aren't my concern. Also the main thing that you can see people qqing on these boards is how everyone is protecting them and stuff. This change is what really would make everything revolve around them, literally everyone will just build for the adc, and try to protect him until he has enough damage. This would probably make it even worse than now.

dominusx2 votes

No this would mean adc would take skill. We can't have that happening. i say buff crit make it 300% instead of 200+50(IE)

AirKingNeo1 votes

ADC does take skill. Quite a lot. Have you even played the role before?

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