To the people wondering why Dodge was removed, but Critical Strike Chance remained..Here you go.

Erijian·12/27/2014, 5:21:18 AM·4 votes·860 views

Game design is a pragmatic problem solving. Decisions are often not in absolutes, and have to be made according to the situation.

While we do generally want to keep artificial RNG low (as opposed to 'hidden information emergent "rng"' -- I turned a corner, and didn't know there were 3 guys there), we opted to keep crit but remove dodge for a few reasons:

  1. Dodge is 'negative' RNG rather than 'positive' RNG. We found that players notice dodge a lot less as the beneficiary than as the person who 'missed'. So, it tends to be on net not very fun.

  2. The more RNG elements you add together, the more maximum RNG outcomes you get. By removing just one of the RNGs, you don't halve the 'worst case' RNG outcomes, you actually more than halve them (A scenario where you are dodging attacks on you AND criting opponents).

  3. Players were excited about building for crit, and weren't excited by building for dodge.. because criting is exciting and cool.

  4. We wanted some build types to scale a bit harder (not a LOT harder) than others, and the existence of crit ensures that marksmen can scale a little bit better on DPS than does defense or AP damage. (NOTE -- a LITTLE bit)

Note that we also moved our crit system to pseudorandom that makes it less spikey (low chance of double crits), and reduces the impact on game objectives.

So, I feel like this is a good balance between the various considerations. In total, our artifical RNG is very, very low.

Zileas

In summary, Dodge was insanely broken. They removed a ton of RNG by getting rid of it, and personally I feel like it was for the better. To Critically Strike, you needed to Auto Attack, to Dodge you didn't need to do anything, it just happened. Someone could just rapidly happen to Dodge attacks while running from you and eventually you'll fall behind due to you needing to do the AA Animation each time you try to stop them. Critically Striking doesn't let you kill infinitely faster, it lets you kill twice/2.5 times as fast maximum while Dodge was able to extend your chances of living to an infinite amount. It was unhealthy, and no I don't think Critical Strike is necessarily healthy for the game but at least it was relatively balanced compared to the monstrosity that was Dodge. The main issues in the game now are just how gimped Defensive itemization is or how strong Penetration can be at times in my opinion.

https://www.youtube.com/watch?v=UyIgqFBHwQU

5 Comments

PrinceOfStorms12/27/2014, 5:45:10 AM7 votes

low chance on double crits

Yasuo and his 90% crit.

Such cancer.

Dr Jarjarbinks12/27/2014, 5:34:35 AM1 votes

I think I agree with you and that was a well written post.

As a noob, I would be super pissed if they removed crit but don't give a crap about dodge.

Leti the Yeti12/27/2014, 5:38:15 AM1 votes

I thought it was cuz Jax could run up the the enemy fountain and get penta kills while ignoring fountain obelisk(and anyone else really)

Knight Devout12/27/2014, 1:15:01 PM1 votes
  1. Is subjective.

  2. Then they could have made dodge chance increased but only reduce half damage.

Your argument is flawed, bases on the hypothesis that dodge would somehow make the player dodge all attacks. And this false assumption resonates with the other fallacy in your crit argument. crits only let's you kill twice/2.5 faster if you have 100% critcal chance, which, unless you are Yasuo,you never have.

Also, while they removed dodge, they also increased the Doran Shield block amount. last, but not least, no one talked about removing crit, they only talked about making crit a costant value instead of a random occurrence, with a change that would have no impact in lategame but solve lanephase issues when IE rushing. Or when a player runs a 1-10% crit chance runes setup.

Plus, since Riot did point that " Dodge is 'negative' RNG rather than 'positive' RNG. We found that players notice dodge a lot less as the beneficiary than as the person who 'missed'. So, it tends to be on net not very fun." , let me tell you one thing. When you kill someone with 4 autos as an adc who just got his IE as first item, it's also not fun noticing in the death recap just how high the damage was by just 2-3 autoattacks from the receiving end. So, no, it's not true that "crits are fun and dodge isn't !Lulz" as they stated, it's just better for those champion who can afford to build crit.