Crits vs. RNG

DwainTheRock·4/22/2015, 6:52:08 AM·12 votes·1,375 views

Been reading a few posts about how RNG was an unhealthy pattern for a skill based competitive game like LoL and I though I should start a discussion on an idea that would remove RNG from the critical hit mechanic (since it's a very interesting mechanic but feels clunky because of how random it is... duh).

What if critical chance was replaced by a critical "modifier" (or whatever name) that would give you "crit stacks" on each auto-attack to a non-structure unit. When the next AA makes your crit stacks reach higher than 100, a 100 stacks are expanded and the AA crits. After 2 seconds without AAing, you start loosing 10 crit stacks (or so) per seconds.

An example using phantom dancer (giving 35% crit chance modifier): If you're a Vayne and you bought PD first (because you're manly/womanly). Each AA would give you 35 crit stacks... AAs -> crit stacks 1 -> 35 2 -> 70 3 -> 105 -> 5 [3rd AA crits, 100 stacks burned, 5 remaining] 4 -> 40 [and so on......]

Pros: -> Game skill cap increase, introducing a mini-game of charging your crits to trade / trying to avoid trading an enemy with charged crit. -> Being aggressive on your crit stacking to put pressure on your opponent means you're pushing the lane, eventually giving them the chance to farm under tower (see the nice play / counter-play pattern replacing the binary luck based "i crit I win, I don't crit, I die"). -> Overall team fight damage (when AAing constantly) completely unchanged, just smoothened out. -> Crit chance modifier becomes a viable early game stat since you can predict how it works and use it even it is 8"%" brawler's gloves. -> No need to completely rework all the champions that use crits as a core mechanic: Yasuo generates 2 times the stacks instead of double crit chance, Ashe generates stacks while not AAing instead of loosing some (her passive would actually make sence now), Tryndamere generates fury the exact same way and gains crit stacks according to the fury meter, etc. -> An AA damage multiplier can remain into the game without being boring like "do 20% more AA damage" and also not being toxic like "Sivir has 20% crit chance but she critted twice with AA-W, I guess she outplayed me RIGHT????"

Cons: -> You tell me :) feel free to comment <3.

PEACE!

13 Comments

Chaotic Reks4/22/2015, 2:39:10 PM3 votes

why does everyone not want Caitlyn to have a passive?

Critmaster Garen4/22/2015, 7:51:52 AM3 votes

this is exactly the same idea ive been posting in the threads on the topic.

i absolutely agree this is the way it should be done. instead of removing the stat altogether, just remove its randomness. the only thing that has to be considered are a few champions with crit scaling abilities.

imagine for example gangplank charging up crit stacks by lasthitting minions, and then poking at you with parrley crits 100% of the time.

however. this only affects a handful of champions, and is purely a matter of number tweaks. in this particular case, the bonus crit damage on the ability could simply start out much lower and then scale up with rank on the ability.

instead of adding 100%, a crit on rank 1 parrley would add 20% bonus damage as compensation, that its much easier to do. and then this damage scales up until rank 5 gains the full bonus damage from crits.

this also makes rune builds for champions much more diverse. for example, i could aim my runes + item build deliberately in a way, that garens spin charges up just enough crit stacks, that a follow up decisive strike gets the crit.

right now, there is no need for me to even consider crit runes over defensive/ad/armor pen runes.

id like to see a reaction of riot here, if they would be willing to consider this option. overall this wont impact the game too heavily (at least compared to removing crit entirely), and if it does probably in a more positive way.

DisasterSola4/22/2015, 11:45:03 AM1 votes

Why not make ALL crits like ashes passive? o-o Base it on auto attacks. Like 5 stacks per auto attack.

Earl Eulrich4/22/2015, 1:30:55 PM1 votes

Cons:

  • once the stacks get higher it´s easy to zone someone away
  • Difference between Crit and non-Crit is still too high and would allow ADCs to sort of Assassinate squishies after stacking crit up vs another target

I´m still way more in favour of just changing it to an %-AA-dmg-modifier, as I think the dmg of the highest-dps-class/build should be consistent and not spiky.

(Also, there´s a really good in-depth discussion here on this topic: http://boards.na.leagueoflegends.com/en/c/live-gameplay/hbEj1jWi-can-we-finally-phase-crits-rngesus-out-of-the-game)

Mathbalnase4/22/2015, 1:58:52 PM1 votes

Con: Crit now becomes a reliable source of powerful poke, fundamentally altering interactions in lane.

Kãtãrinã4/22/2015, 7:22:54 AM1 votes

make it much easier and not crit2win. those rogue 1% crit runes doh sometimes win people the lane haha

Celeste Benal4/22/2015, 5:18:37 PM1 votes

What you propose would change nothing. I think the only thing it would do is buff Jinx because she has an AA steroid on powpow, then could swap to Fishbones for the AoE crit.

Plus it would require adding yet another UI meter.

Yeah. No. Not seeing the benefit.

LilxPaprika4/22/2015, 11:40:04 AM1 votes

I think you guys are overcomplicating things

Consider this: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/kUTY95TJ-is-there-an-actual-solution-to-crit-that-everyone-can-agree-on?comment=0005

I think the following would be a good compromise between entirely removing crits and keeping part of its current behavior:

With crits at lets say 25% crit chance you have a 1 in 4 chance of critting someone.

Flattening the output: (Flattening the output is where Critical Chance becomes a basic attack damage multiplier. 1% Crit -> 1% Basic attack damage amp). So, if you have 100 damage, at 25% crit chance each of your attacks will do 125 damage.

Over the long run after like 100 plus in either case auto you deal the same amount of damage. Over the short run relying on chance can either hurt you or give you huge bursts.

Solution: take a bit from both worlds Such that you would do 112.5 damage per auto and have a chance of doing 112.5 + (100% of dmg x 0.5) so essentially adding half your damage to that. so 112.5 plus 50 = 162.5. so the new max crit would differ by 200-162.5 = 37.5 dmg less from the traditional/current crit but other regular auto attacks have higher damage. Overall your damage is more consistent without completely removing the appeal that critting someone gives you.