Remaking the Crit stat

Rebonack··2 votes·781 views

Alright, central concept here: We use the named passive effect to limit champions to one crit chance item and give each one a unique, interesting On-Crit effect to distinguish them from each other. Because champions will only be able to pick up one of the four Crit items I'm going to be outlining here, it'll prevent Crit stacking from snowballing out of control.

Anywho! On with the show.

  1. Crit chance runes are removed to prevent 1% Crit Chance cheese.
  2. Trinity now builds out of Stinger rather than Zeal. Yomama's Ghostblade now builds out of Pickaxe instead of Avarice Blade. Avarice Blade is removed.
  3. Wicked Hatchet is added to Summoner's Rift. It loses its unique passive and only grants raw AD and crit chance.

The goal here is to remove the small sources of Crit for the most part to limit champions to one Crit item. Because you'll only be able to grab one Crit item, it'll allow each of the items to have really cool (and different!) passives instead of leaving them all a homogenized mess since they all stack.

So how about the items themselves?

Infinity Edge Wicked Hatchet + Pickaxe + Cloak of Agility Grants raw attack damage AND! Augmented Critical: Only your highest item source of critical chance is counted. You gain (amount) critical hit chance. Your critical hits now ignore 33% of the target's Armor.

Infinity Edge becomes the anti-Tank crit item rather than the anti-everything crit item. For those wondering, the break-even point between this version of IE and the old one is 150 armor. If your target has more than 150 armor, you're dealing more damage than the old IE. If they have less than 150 armor, you're doing less damage than the old IE.

Static Shiv Zeal + Cloak of Agility + Malady Grants attack speed, movespeed, OnHit magic damage, AND! Augmented Critical: Only your highest item source of critical chance is counted. You gain (amount) critical chance. Your critical hits now deal bonus magic damage equal to your total attack damage rather than double physical damage. In addition they apply OnHit effects twice. Moving builds static charges, at 100 charges your next basic attack will automatically critically strike.

Shiv is the go-to Crit item for champions who are fond of OnHit effects. As an added bonus it can charge up a Crit for you! Neat! See this topic for the lowdown on Malady.

Phantom Dancer Zeal + Wicked Hatchet + Zeal Grants attack damage, attack speed, movespeed, AND! Augmented Critical: Only your highest item source of critical chance is counted. You gain (amount) critical chance. Your critical hits now grant a stacking bonus to attack damage, attack speed, move speed, and critical strike chance for (duration). While in this focused state you ignore unit collision.

GOTTA GO FAST with the power of quadraswords (and an axe)! This item is for people who feel like running around and attacking really quickly. In terms of raw damage output, Phantom Dancer would be the go-to item.

Executioner's Calling Wicket Hatchet + Vampiric Scepter + Cloak of Agility Grants attack damage, lifesteal, AND! Augmented Critical: Only your highest item source of critical chance is counted. You gain (amount) critical chance. Your critical hits now cause your target to bleed, dealing (percentage of bonus AD) physical damage and applying Grievous Wounds over 3 seconds.

Man, this thing. This would be the item for folks who are planning on dueling other lifestealing jerks. Pretty great if you feel inclined to run a life steal-focused build, too! And would you just look at that Draven passive? So sexy.

So what do you guys think? Would Crit itemization be a bit more interesting if it offered choices rather than just encouraging players to buy ALL THE THINGS?

8 Comments

Lord Dusteon1 votes

...So you want this to be even more RNG based AND lower any form of useful crit scaling for anyone trying to be lategame.

If you can't actually choose how often you crit building crit is almost entirely meh (oh look, my crits do 1.5x true damage! Now my critical strikes are both shittier against any form of squishies AND I can't get more crit chance to actually reliably use them anyway!)

Rebonack1 votes

[{quoted}](name=Lord Dusteon,realm=NA,application-id=3ErqAdtq,discussion-id=r2oAmA5B,comment-id=0000,timestamp=2015-01-11T18:26:23.021+0000)

...So you want this to be even more RNG based AND lower any form of useful crit scaling for anyone trying to be lategame.

If you can't actually choose how often you crit building crit is almost entirely meh (oh look, my crits do 1.5x true damage! Now my critical strikes are both shittier against any form of squishies AND I can't get more crit chance to actually reliably use them anyway!)

Yeah, probably right there.

Changed the Infinity Edge effect to 'Crits now ignore 33% of the target's Armor'. This keeps the break-even point between the two items at 150 armor while also allowing it to interact better with other armor pen items. This way it wouldn't feel so meh against softer targets.

SmokingPuffin1 votes

What does an endgame ADC build look like in your new world?

I think you'll find you have broken the game.

Rebonack1 votes

{quoted}

What does an endgame ADC build look like in your new world?

I think you'll find you have broken the game.

It would probably look like one Crit item, one lifesteal item, whisper, one defensive item, and one situational offensive item. OnHit? Ghostblade? Trinity? No idea. But the game would probably need new AD/IAS options to fill in the gaps.

I have no idea what the Crit values would be on these items, but I suspect they would need to be pretty high. Probably somewhere between 30% and 50% depending on which one we're talking about. Recall, crit basically becomes a named passive once you have a completed Crit item, so that can allow the values to be way higher than what you would find on items that are able to stack.

SouL1ess1 votes

IE 40%

Shiv 50%

PD 45%

Exe 40%

SouL1ess1 votes

I would have loved this change in Season 1. Crit should be a random and powerful thing.

But League has grown a lot since then (except for how critical strike is mandatory for marksmen scaling lol) and low amount of crit does not suffice for ADC builds anymore, nor does it support Riot's ongoing agenda of lowering RNG in the game.

At this point in the game I wouldn't say I'm in favour of any crit changes until Riot decided to attack critical hits, marksmen kit damage and scaling, and defensive itemization all at once in order to see if they can remove critical hit chance as a mechanism from the game.

P.S.

IE's unique passive should be "critical hits do 200% as true damage". Have it give slightly less crit chance compared to the other items.

Stattik Shiv should be a 100% total AD damage lightning that chains to 2 nearby targets. You gain a buff for 10 seconds upon crit: each stack of the buff causes the next Stattik Shiv lightning proc to do 25% more damage and chain to one additional target. This buff stacks up to two times but the duration of the buffs does not stack. Also, have it give AD just like everything else...

PD is exactly on point, but it should not give additional crit chance on the temporary buff.

Executioner's calling's bleed effect should stack but not refresh the duration of individual stacks.

Edit: and oh, with this change, we can blast crit chance and crit damage runes off the store.

cronos8091 votes

I think leaving percent chance on anything is bad. for example, dodge... and old phage... and crit lol. It'd be annoying with any of these items that the adc randomly get's some crit and a plethera of attributes to follow.

Rebonack1 votes

I actually made an update to this concept using unique toggles rather than a named passive on the Crit effects, which would probably end up working a fair bit better. Or maybe not. Who knows!

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