Should Crit% be capped?
The other day I was thinking about D&D 3rd ed because the new one is coming out. Something I remembered about it was how critical chance was limited in that game. Usually it was a 5% chance, but with the right weapon you could have a 15% without considering magic or feats. Plus you still have to hit the other guy first.
Last night I was playing and the Yasuo on the other team got an IE and Shiv combo. In other words with his passive, he was at or close to 100% chance. That's not very much of a chance.
Now there is one thing I like about critical hits, they do introduce uncertainty into the game. I'm not going to go in to it but last year there was a nice article on grantland about how uncertainty helps to prevent snowballing in competitive events. I wish Riot would read it.
Now while I like critical hits, I think they need to be uncertain as that is their core mechanic and that's what makes them fun and frustrating. I was watching Vsauce awhile back and Micheal pointed out that there was an experiment that puppies who were randomly treated nice or poorly loved people more. Casinos prove, people can't get enough of randomness, even if it puts them in the poor house.
Yasuo kind of points out a flaw in the system: build two items and eliminate all randomness while doubling your base damage. Obviously he is an extreme case but typically an ADC is going to build an IE and a zeal item. That means he's going to have a 50% crit chance give or take. If you ask me that's not irregular enough.
So what would happen if crit was limited to about 10% to 25% (yasuo can be 10% higher). If it were there just enough so that you'd know it could be a factor but random enough you can't count on it, I think the game would be better off in general.
Edit: for those complaining about ADCs not being able to do enough damage if crit were capped, ADCs tend to build
half as often as
. Maybe that's their problem.