Crit Items Exploration

Bronze GOAT·12/25/2018, 10:06:50 AM·1 votes·1,589 views

The new crit items seem to be trying to answer the wonky power curve of marksmen by throwing a lot of crit into IE, so by rushing it you gain 40% crit chance right away. Eliminating more of that awkward RNG phase when marksmen have 20-30% crit and can't consistently rely on it for damage.

The problem is that by giving out that much crit that early, you risk making them come online way too fast, and IE become the "must rush item" for marksmen. I think the best solution would be to eliminate all these problems by giving out even more crit on every item, including zeal and Infinity Edge. Make them all give 50% crit, but make critical strike damage scale off of critical strike chance.

For example, statick shiv would give 50% critical strike, but critical strike damage would only be at 150% at first, since bonus damage would scale evenly with crit chance. After getting a second zeal or IE you'd end up with the normal 200% damage but with 100% crit chance. Then after double zeal plus IE you'd have 250% damage and 10)% crit chance. I do think the damage scales to high, since 250% has been proven to be too much so maybe a 225% cap would be good. Then IE could just keep its true damage passive or whatever to help with the tanks.

TLDR; I think reducing crit RNG as much as possible and giving each crit item even crit power is the best way to get a steady and unique power curve for crit marksmen.

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