Why do you guys think crit should stay in the game?

Warlord Rhinark··3 votes·2,144 views

I keep seeing people make posts saying stuff like "Crit is unhealthy" and they get tons of upvotes but when somebody makes a post like "Remove crit" it gets downvoted.

This baffles me so I want to ask something different:

Why do YOU think crit should stay? What makes crit a fun mechanic for YOU?

16 Comments

Tesladin4 votes

Anything that can defeat me which I myself dont play is OP. If I dont play adc, adcs shouldnt get any good things

Warlord Rhinark1 votes

{quoted}

Anything that can defeat me which I myself dont play is OP. If I dont play adc, adcs shouldnt get any good things

Yeah fuck ADCS amirite.

/s

DerMangoJoghurt3 votes

I don't play adc, but I guess itemization would be boring without it.

Warlord Rhinark1 votes

{quoted}

I don't play adc, but I guess itemization would be boring without it.

A lot of the crit items in the game can still work without Crit.

item 3087 :

+40% Attack Speed.

+5% Movement Speed.

Unique: +15 on-hit physical damage.

Unique: Moving and attacking generates Energize stacks, up to 100. When fully Energized, your next basic attack gains SHIV LIGHTNING.

Unique: SHIV LIGHTNING: Your next basic attack (on-attack) sparks lightning to up to 5 nearby units, dealing 120 - 280 (based on level) bonus magic damage.

Cost: 2400 gold.

Builds out of: item 1043 + item 2015 + 600 gold.

item 3094 :

+40% Attack Speed.

+5% Movement Speed.

Unique: +15 on-hit physical damage.

Unique: Moving and attacking generates Energize stacks, up to 100. When fully Energized, your next basic attack gains FIRECANNON.

Unique: FIRECANNON: Your next basic attack gains 35% increased range (up to a maximum of +150 range) and deals 60 - 140 (based on level) bonus on-hit magic damage. FIRECANNON is applicable on structures. Attacks become Energized 25% faster.

Cost: 2400 gold.

Builds out of: item 1043 + item 2015 + 600 gold.

item 3046 :

+40% Attack Speed.

+5% Movement Speed.

+25 Attack Damage.

Unique: +15 on-hit physical damage.

Unique: SPECTRAL WALTZ: Grants ghosting and +7% movement speed while within 550 units of a visible enemy champion.

Unique: LAMENT: Grants 12% damage reduction against the last enemy champion you basic attacked (lasts for 10 seconds and refreshes with each basic attack).

Cost: 2600 gold.

Builds out of: item 1043 + item 1042 + item 1037 + 425 gold.

item 3085 :

+40% Attack Speed.

+7% Movement Speed.

+25 Attack Damage.

Unique: +15 on-hit physical damage.

Unique: WIND'S FURY: When basic attacking, bolts are fired at up to 2 enemies near the target, each dealing 40% AD physical damage. Bolts can apply on-hit effects.

Cost: 2600 gold.

Builds out of: item 1043 + item 1042 + item 1037 + 425 gold.

item 3031 :

+80 Attack Damage.

Unique: Converts 15% of the damage from your basic attacks into true damage.

Cost: 3400 gold.

Builds out of: item 1038 + item 1038 + 800 gold.

Personally, I wouldn't mind item 3095 staying in the game since it isn't RNG.

(Side note: I have no idea if this is "balanced" or not but these are item changes I'd be content with if they were released)

tehechounpolvazo3 votes

We're kinda in to deep. Lots of champions kits are based on crit, can't just remove it.

Warlord Rhinark1 votes

{quoted}

We're kinda in to deep. Lots of champions kits are based on crit, can't just remove it.

Hmmmm.

Let me try to come up with some changes:

Ashe : Her auto attacks still deal 10% bonus physical damage on targets slowed by her Frost Shot. The triple slow is applied for every 5 basic attacks against the same target. This means the triple slow will be applied for every flurry Ashe fires (since her flurry is 5 basic attacks) and will be applied every 2 seconds (the same duration it lasts for) at 2.50 attack speed. The triple slow is still applied on Volley. The triple slow is still applied on crits from Stormrazor.

Caitlyn : Headshot still deals 50% bonus physical damage (100% versus non-champions). Crits from Stormrazor increases damage up to 150% bonus physical damage (200% versus non-champions). This enforces a "takes time between shots-sniper" kinda type of playstyle.

Fiora : Second attack from E is still allowed to crit.

Garen : Spins can no longer crit. Spins can now apply on-hit effects.

Jhin : 4th auto and 4th shot from Curtain Call is still allowed to crit. Crits from Stormrazor still give him movement speed.

Kindred : E can still crit but health threshold no longer scales from crit chance. Now scales with 5% per stack.

Lucian : Passive can no longer crit.

MasterYi : Passive and Q can no longer crit.

MissFortune : Double-up can still crit if it kills it's first target. Cannot crit if it's via Stormrazor. Ultimate can no longer crit. Ultimate now applies on-hit effects to all targets hit once per wave.

Pantheon : Basic attacks and Q can still crit.

Quinn : Harrier cooldown can no longer be reduced.

Shaco : Still allowed to crit from Backstab.

Sivir : Bounces from W now apply on-hit effects (if they didn't do already).

Talon : Q is still allowed to crit.

Tryndamere : Passive now grants his basic attacks 0.35% bonus physical damage for every 1 point of fury he has for a maximum of 35% bonus physical damage at 100 points of fury. This completely removes the "cumfuck RNG-fest" that people complain about when they're up against Tryndamere whilst Tryndamere still gets benefits from building up his Fury. Spinning Slash's cooldown is now reduced by 1 second for every basic attack Tryndamere hits regardless of it beings against a minion or a champion and regardless of it being a critical strike. If Tryndamere is at 100 fury, the cooldown is reduced by 2 seconds.

Xayah : E no longer scales with critical strike chance. Feathers now apply on-hit effects to all targets hit.

Yasuo : Double-crit passive removed. Q can no longer crit. Ultimate now gives him 50% armor pen on all his basic attacks.

Be sure to check my other comment where I adressed crit item changes I would be content with.

Kurt Hyzan2 votes

Well because RNG shouldn't be part of a competitive game. Sure it's fun and all, but take that when people took 1% crit chance in their rune, and a really lucky crit managed to give them the first blood, or even 2 adc with the same build item 3031 item 3087 (old ones), one could be lucky to do crits on every AA, while the other one couldn't do any crit at all. Same level, same KDA, same CS, same build, but still, luck made one killing another one, and not skill.

On the other hand, this new itemization is pretty fucked up (as much as I hate this class). Even in ARAM, when I'm forced to play one, everything seems so expensive, and effects aren't that interesting. I'd rather build a "nuclear build" (item 3095 item 3087 item 3147 ) rather than a conventional build, because it takes simply too much time to feel useful (and yes, I know that it's a "scaling class", but everyone starts to kill everyone with 1,5 item and one rotation, it feels awful to not be reliant)

Jaspers1 votes

In most tactical or turn based games I played before league, crit existed but never at 200%. Most was like 150%, many a lot less but there was always a chance to increase crit but that started really low (5%).

Maybe they should try that route, Crits hit for 150% not 200%, you then have 2 stats which can increase here. Chance, which already exists and Damage Modifier, which used to exist but on IE only and it was 50% only. They could make items offer both chance and damage modifier. Considering the only modifier was IE before, so there was only 1 choice, maybe more choice is better. More modifier options as well as chance options. So you have choices of going full crit chance, full crit damage modifier (so you could up damage to a lot but the chance is lower) or a medium of the both.

This is however a huge nerf when you are no longer hitting for 200% but 150%. Other stats and changes would need to happen to compensate without going to far making lethality builds better.

Tesladin1 votes

Dota had various crit, especially before Allstars (Yes, I was there back then), Riki had a crit for around 200% and others, but morde has a crit for 450%

Akali is SO HOT1 votes

It's a lot better now because ADCs can get to 90% or 100% crit chance early on so it isn't as RNG. Zeal item + Zeal + IE is 90% compared to previously where you needed 3 items to get to 70% - 80% crit chance and 4 to get to 100%.

Warlord Rhinark1 votes

[{quoted}](name=Akali is SO HOT,realm=NA,application-id=3ErqAdtq,discussion-id=vwkTtJAa,comment-id=0005,timestamp=2018-06-12T06:25:23.957+0000)

It's a lot better now because ADCs can get to 90% or 100% crit chance fairly easily now so it isn't as RNG as before.

Define: "fairly easily"

Akali is SO HOT1 votes

Rewrote my comment

Warlord Rhinark1 votes

[{quoted}](name=Akali is SO HOT,realm=NA,application-id=3ErqAdtq,discussion-id=vwkTtJAa,comment-id=000500000000,timestamp=2018-06-12T06:58:50.928+0000)

Rewrote my comment

I'd have to disagree.

Sure the crit item changes reduced RNG in the LATE game.

But they did nothing but strengthen RNG in the EARLY game.

You say "ADCs can get to 90% or 100% crit chance early on" but that's false considering all the crit items got their prices increased.

You need 9500 gold in order to complete two Zeal items and an Infinity Edge. For clarification, I'll use Statikk Shiv and Rapid Fire Cannon as the Zeal items in this calculation.

The average gold value of a single wave of minions is 125 gold.

A minion wave spawns every 30 seconds and it takes about 30 seconds for them to reach the middle of bot lane. It takes about half a minute to kill all the minions.

That means if you can perfectly cs AND keep the minion wave in the middle of the lane at all times, you can get 125 gold every 30 seconds.

Let's multiply this by 30 since average minion gold values change after the 17:15 minute mark.

That's 3750 gold per 900 seconds which is 15 minutes.

Keep in mind minions first spawn at 01:05 so that's 3750 gold per at the 16:05 minute mark.

This is with perfect csing, not dying, and not backing.

Now you also get 1 passive gold every 1 second in the game.

This activates at the 02:00 minute mark.

So that's 14 minutes and 5 seconds.

14 minutes is 840 seconds.

So that's 845 passive gold at the 16:05 minute mark.

3750 plus 845 = 4595 gold.

So even with perfect cs, without buying boots and without buying any additional health pots/control wards you'd still only have 4595 gold in the game. That's not even two full Zeal items.

(Starting gold isn't included considering you usually spend it on a Doran's Blade and a Health potion, none of them contributing to the crit items)

I fail to see how you'd be able to get the crit items "early on"

(Please correct me if my calculations are wrong. I'm not entirely sure my self).

DW Diana1 votes

I think crit is unhealthy in it's current state when compared to most other items. The reason is the damage profit from a crit item scales with each additional item you buy, whether it is AD or crit. It isn't a small amount of scaling like nashors tooth etc bring with aa on hit, it's huge additional chunks of damage that used to give you the ability to crit for over 1.5k damage on a single aa. Bare in mind you can aa maybe 2 times a second? That's 3k damage, after armour, per second. Even with the IE changes it's still likely to be close to 2k damage on most crit adc's, now with 20% true damage on top. I know, this is full build and games don't last long, but this is also 100% crit chance with only 3 items being crit, and the other two being whatever the hell you like. Lifesteal works on crit as well, meaning the scaling continues with lifesteal items. It's just a lot of scaling for what are pretty much the cheapest items in the game after support.

If you had to build 5 crit items to get to 100% crit, had to give up life steal etc to gain this damage, then fine. But having it in 3 items and then getting to build anything you like afterwards and still scale as hard off those initial items is just a little weird to me when no one else really can.

Warlord Rhinark1 votes

[{quoted}](name=Lord Loki1987,realm=NA,application-id=3ErqAdtq,discussion-id=vwkTtJAa,comment-id=0006,timestamp=2018-06-12T07:49:11.358+0000)

I think crit is unhealthy in it's current state when compared to most other items. The reason is the damage profit from a crit item scales with each additional item you buy, whether it is AD or crit. It isn't a small amount of scaling like nashors tooth etc bring with aa on hit, it's huge additional chunks of damage that used to give you the ability to crit for over 1.5k damage on a single aa. Bare in mind you can aa maybe 2 times a second? That's 3k damage, after armour, per second. Even with the IE changes it's still likely to be close to 2k damage on most crit adc's, now with 20% true damage on top. I know, this is full build and games don't last long, but this is also 100% crit chance with only 3 items being crit, and the other two being whatever the hell you like. Lifesteal works on crit as well, meaning the scaling continues with lifesteal items. It's just a lot of scaling for what are pretty much the cheapest items in the game after support.

If you had to build 5 crit items to get to 100% crit, had to give up life steal etc to gain this damage, then fine. But having it in 3 items and then getting to build anything you like afterwards and still scale as hard off those initial items is just a little weird to me when no one else really can.

My "biggest" problem with crit isn't necessarily the fact that it deals tons of damage.

Yeah it's a problem but the removal of critical strike damage bonuses on Infinity Edge made the damage less cancerous.

My biggest problem with crit is that it's RNG.

Early trades being decided in bot lane purely based on what ADC got the most lucky crits in the shortest time frame really just makes my baghette go spaghett if you know what I'm saying.

DW Diana1 votes

[{quoted}](name=Warlord Rhinark,realm=EUW,application-id=3ErqAdtq,discussion-id=vwkTtJAa,comment-id=00060000,timestamp=2018-06-12T08:14:13.012+0000)

My "biggest" problem with crit isn't necessarily the fact that it deals tons of damage.

Yeah it's a problem but the removal of critical strike damage bonuses on Infinity Edge made the damage less cancerous.

Less cancerous yes, still pretty bad though

My biggest problem with crit is that it's RNG.

Early trades being decided in bot lane purely based on what ADC got the most lucky crits in the shortest time frame really just makes my baghette go spaghett if you know what I'm saying.

This is pretty bad I agree, but then the items are some of the cheapest in the game...

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