A Deeper Dive into Critical Hits: Input/Discussion/Alternatives Appreciated.
Hey there, Gameplay!
My previous post suggesting a tweak to the mechanics behind critical hits got, frankly, more attention than I was expecting, so I figured it people might be interested in a more detailed breakdown of the analysis I did. Presented here for discussion are several of the options I've explored up to this point, along with a positive/negative analysis of each and some of the gameplay ramifications I personally think might accompany each potential system.
Discussions and thoughts of your own are appreciated (these are presented without my opinions on which are good/bad specifically as a springboard for discussion around the topic and community suggestions), although I'd appreciate it if we stayed within the statement of intent, which is discussing the mechanics of crit themselves, not the general balance or need to entirely remove it in favor of a different sort of multiplier (which, while very valid discussions, are best addressed in another topic).
TL:DR This is a huge topic. I'm afraid I can't summarize it. :P
#STATEMENT OF INTENT Critical hit mechanics are a tricky thing in League. Riot has stated several times (here and here, for a few examples) that critical hits are a bit of a recurring subject with positives and negatives on both sides, and that it's something the team looks at not infrequently. As such, love them or hate them, it's something worth discussing and analyzing.
An important thing about this post -- and I know this will frustrate some of you -- is that this analysis is not intended to be a deep dive into carry balance and/or large itemization shifts to support carry balance. This isn't a thread devoted to analyzing or attempting to solve anything other than a highly specific issue: the possibility of improving critical hit mechanics in terms of play patterns and player perception. If there's interest I'd love to consider a big discussion thread on carry design/balance/playstyles in the future and how you could redesign crit to reposition its role as a damage multiplier that’s efficient against all targets, but that is not the intent behind this analysis.
The end goal is to identify methods of adjusting critical hits that keep a strong feedback loop while also reducing the perceived impact of randomization. Note that this is not necessarily equivalent to eliminating randomization entirely, although we'll explore some options for that as well.
>Section TL:DR -- Don't expect major balance suggestions, because this analysis is based on the play patterns and satisfaction/clarity output of the core mechanic of critical hits, rather than an analysis of carry balance in general. The goal is primarily to improve the critical hit mechanics, not shift the balance of marksmen.
CURRENT CRITICAL HITS
First off, an important note: critical hits are psuedo-random, in that an attack that is not a critical hit increases your critical hit chance on the next attack, resetting when you land a critical hit. This helps prevent a drought of critical hits, while keeping your expected output at roughly the expected value (2 crits per 10 hits for 20% crit, for example).
Secondly, a point of uncertainty that I'd love to know if anyone knows it: does this psuedo-randomization tick different for champions vs. non-champions? I.e. is champion crit chance on a separate fail-safe tracker than minion crit chance?
Positive features of Critical Hits
- Provides a strong positive feedback loop: purchasing crit leads to big visible damage numbers, cool animations, and chunky bits of enemy healthbars vanishing as you attack. This feels great to a player in a way a constant 25% damage increase doesn't.
- Provides some anti-snowball potential, as even champions who are ahead need to be wary of critical strikes. Note: This may not be something the average player is considering. Does it offer enough value to highly skilled players to make it worth retaining? Uncertain. Maybe this can be emphasized?
- Creates "crit-fishing" gameplay, where a harassing champion can fire off a shot and follow it up with an immediate engage if the initial hit is a critical hit, or where a champion can attempt to predict the psuedo-random RNG to "cook" a crit for use against an enemy.
- Creates varied and dynamic play through psuedo-randomized damage output variance and the need to react to the same either offensively or defensively.
- Randomization at lower values creates interesting teamfight opportunities -- if you crit one target and are unlikely to have another crit up soon, do you switch to a priority target or focus down the victim of the initial hit?
- A portion of the player base really likes it.
- Creates high points and low points in gameplay (usually a positive thing for player experience).
Negative features of Critical Hits
- Randomized damage output, resulting in unpredictable gameplay.
- Largely out of player control.
- Can potentially swing the results of the laning phase or skirmishes.
- Even low values can have a powerful effect if they land properly.
- Variance leads to situations where crit is very strong (you get lucky crits on every attack against an enemy you're harassing) or very weak (you get unlucky and land no crits on attacks against an enemy you're harassing).
- Can feel very bad to get hit with during a "lucky streak."
- Can make you feel like you lost due entirely to luck, rather than due to skill, even in situations where the other play may have also outplayed you due to skill. As such, can be disempowering to both players.
- A portion of the player base has a very strong negative bias against it.
- Creates lows in gameplay (a negative thing if it occurs too often).
#SOME TAKEAWAYS FOR ANALYSIS Some takeaway questions from the above breakdown, that we can use to judge possible crit models:
- Does it reduce the perception or impact of randomization, or create better gameplay around it?
- Does it create a strong feedback loop?
- Does it create highs and lows in gameplay? If so, does it create too many lows?
- Does it retain interaction points or introduce new interaction points?
Some other things to consider:
- What are the ripple effects? Is it small-scale, does it impact other roles, does it require new itemization?
- How does it impact the laning phase?
- How does it impact objective control or teamfighting?
- How might it affect the metagame?
- How does it impact snowballing?
#ANALYSIS I'll be making several posts in this thread that detail some of the solutions I've explored, and permalinks to the individual comments will be added below. If I see posts with suggestions and breakdowns that I consider to be well-analyzed, I will likely include them in the below list.