Crit Still Needs an Overhaul

Teridax68·10/8/2016, 5:34:07 AM·2 votes·261 views

It's been almost a year now since the Marksman Update, and I think we can agree that there's still a fair bit of work that needs to be done for the class. Persistent itemization issues aside (flat pen's too good, on-hit builds alternate wildly between terrible and abusive, and most builds are still too rigid and stat-centric), my main issue is that crit didn't get a proper update, despite being a) the most marksman-centric stat, and b) in the greatest need of a new model, one that would give it proper gameplay.

A commonly discussed issue with crit is that its power is mostly RNG-based, but beyond that, the stat still doesn't really carry any real gameplay: landing that extra damage isn't a matter of playing well or even committing to fights, it's just something you get every few autoattacks. The marksman update's only fix to it was to make it more reliable, effectively turning it into a near-constant autoattack damage multiplier. That's not interesting either, and kind of dampened the fantasy of crit as this occasional burst of explosive damage. Effectively, in its current state crit cannot be both healthy and interesting at the same time, and needs a new model.

For all the fun we like to poke at him, the Rioter formerly known as Gypsylord Groovylord has a point with three-strike passives: they genuinely do carry at least some gameplay, since you need to commit to fights for at least a small moment to unlock the effect, they give DPS champions explosive power and, best of all, that power gets to be a lot more diverse than just bonus flat damage: some champions get to have percent health damage, some get a bit of utility, and you could potentially tag on some CC as well, which would work great for champions who don't build too much AD, like Kog'Maw or Kindred. Perhaps this might not be the ultimate answer to the crit problem, but making all current critical strikes apply every three attacks, rather than based on random chance, would already give the stat a ton more gameplay, diversity and balanceability. It would take some adjustments farther down the line, but could potentially do wonders in resolving some of the marksman class's remaining issues.

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