Critical hit chance should be removed entirely, and replaced with an auto attack multiplier

Skullthorn·1/15/2019, 4:13:46 PM·23 votes·10,751 views

This in the long run would make critical hit marksmen significantly easier to balance, reduce the frustration of those playing and playing against critical hit centric champions, and make the bottom lane far more stable.

First, to be absolutely clear, I am NOT referring to multiplying attack damage, only the damage on an auto attack from a champions attack damage, without on-hit effects. For example, Brawler's glove would multiply an attack's damage by 1.1, rather than a 10% chance of doing two times the damage. To break it down, here are the main reasons why this would potentially be a far better system than what we have now:

Consistent laning phases

Every other role in the game doesn't have the same issue that marksmen face, that being that a purchase has a chance of not actually being worth the gold, regardless of how you play. For example, a Mage's AP will ALWAYS increase an ability's damage, as dictated by its ability power scaling. 70% of 100 AP = 70 damage. It doesn't make much sense to me that someone playing a role well should find themselves spending gold, but not feeling any significant benefit. It's not just about how it feels to play, but also how it feels to go against. To have a higher critical chance than an opponent but to lose due to them landing more critical hits can feel terrible. Instigating this change would simply put, make early purchases such as Zeal more consistent. Players with the item will have a better idea of their champions limits at that stage of the game, and likewise allow the opposing team keep this in mind. A support that's behind doesn't have to worry that there's a chance of taking two criticial hits in a row when going in for a targon or spellthief proc.

Note, this wouldn't also make a winning lane immediately snowball. For example, let's say some point during a so far equal laning phase, an ADC (ADC #1) gets 3 kills after a dive gone wrong, #1 comes back to lane with a storm razor and a Zeal, while the other ADC (#2) comes back with a storm razor only. Let's say both ADCs have 80 base AD.

1 has 80 base AD plus the SR 60 AD x 1.15 from Zeal, that's a total of 161, against the 140 of #2. This seems a lot for just auto attacks in terms of all in and push power, but remember that a) mages and AD casters such as assassins tend to scale of multiple abilities, giving their all-ins more of an advantage, and b) if this does indeed give too much of an advantage, it can be balanced far more easily. This leads to my next point:

#Overall balance and state of the game

The changes to marksman items in the past two seasons have been controversial, to say the least. The tank mid-season update of season 7 saw critical hit ADCs come online faster than ever before, while patch 8.11 has made them struggle to be effective before 3 items unless snowballed. Switching to the system I've discussed would reduce the likelihood of these highs and lows significantly. Something very important to note is that 2x doesn't have to be the cap. It can be higher or lower depending on appropriate itemisation changes. Pros in early season 8 started to forgo a lifesteal, cleanse, or GA item to build 100% critical hit chance (IE, ER, and two 30% crit items) just because of the high, consistent damage provided. If it's too much or too little, it can be changed with more confidence. Chance should have minimal impact when it comes to a game's balance, let alone 20% of it. Compared to the game's current, and previous state, marksmen would be a lot healthier and allowed to be so.

Variety in the bottom lane

I'd like to preface this last point by referring to an opinion mentioned by Captain Gameplay where he notes that "you can't outplay an AA". At its core, it's an ability every champion in the game has access to, has 100% AD scaling, and is point and click. Auto attacks cost no mana and they have one of the lowest cooldowns in the game. Adc's almost always need to have the least power in their kit, because otherwise, they'd take over the game. It's no coincidence that ADCs with powerful kits have been nerfed to oblivion (Kalista) or reverted (Kog'maw).

So where am I going with this? The last point I want to make is that if ADC's can scale to guaranteed power later in the game, they could be balanced more around that, thus leading to more variety in the bot lane to capitalise on the early game. We could see some ADC's such as Lucian and Draven be orientated to have stronger laning phases, but fall off after the mid-game, with critical hit marksmen occupying a more late-game role of guaranteed damage at the cost of a riskier early game. Then we can have on-hit marksmen such as Kog'maw and Varus coming online earlier at the mid-game, but struggling against structures. Just as champions that share the same role still have their own niches, marksmen should have that too.

Overall, changing critical hit chance to a guaranteed multiplier just makes sense, to me at least. Yes, it would require a lot of balancing, item reworks, and potentially some champion overhauls to make work, but the long term health of the game would stand to benefit. I'd also like to state RNG isn't inherently bad, but it needs to be handled carefully. I think Dragons are a great example of how to do it right, since players see right from the get-go what type it's going to be, and decide if and how they're going to play around it. A critical hit, on the other hand, isn't apparent until you've been chunked for half your health.

Or maybe I'm just salty. What do the rest of you think?

26 Comments

Silverfang Blade1/23/2019, 5:41:03 AM2 votes

All I saw from this was, "Let's make Tryndamere and Jax broken as fuck".

painkills1/22/2019, 4:28:33 PM2 votes

You make an interesting point. Crit is a modifier to auto-attacks, but the way in which it modifies them is problematic. Sure, most RPG's and such have critical hits, but perhaps MOBA's are best served by realizing that it is no longer best for the game.

I remember way back when running a single Crit rune was the standard for ADCs so that you could randomly get a crit and devastate. That sort of randomness truthfully isn't fun and doesnt really add anything meaningful to the way either side plays.

Furthermore, when the correct crit build always implies getting 100% crit... and the game is too high on damage, then perhaps crit needs to be re-evaluated.

Your proposed solution is interesting, though I think this new stat might need to scale similar to lethality, where it scales with your level. That way, ADC's scale better into late game, as they do now.

Dönald J Trump1/22/2019, 7:20:19 PM1 votes

I think it's a complicated solution to a complicated problem.

Essentially, crit is already an AD modifier that stops at 100% chance, but made more complicated through items like IE. Spread out over an infinite span of time, a 10% critical strike chance would be the same as a 10% flat AD buff. (100(9+(12)))/10 = 110. A 100% increased critical strike chance is a 100% increase to your AD. (100(102))/10 = 200.

Essentially, your proposed change becomes less and less useful as an AD gets closer to 100% crit.

UwM81/25/2019, 6:59:10 PM1 votes

Honestly I love this solution but I think although it would be great for adc's it would require some serious balance to melee champs. Take Camille with a item that gives more AD by a flat percentage it would make split pushers just busted. Imagine if you could stack item 3089 that would just be a no. So instead keep crit but remove some randomness like seen in item 3095 imagine if crit started at like extra 20% dmg but could be scaled a new stat let call it "aim" which would work like lethality and scale with level. Than instead crit items would do things like guaranteed crit after entering bush or using and ability. item 3046 for example could be like all under 50% HP all basic attacks crit this means that crit would still scale with items and level but be less random

Doge20201/25/2019, 7:22:08 PM1 votes

I’m guessing that some of the crit items might need a small rework if Riot adds this system in.

The main item I am thinking of is Statikk Shiv. What would you change the passive to so this item transitions smoothly into this change? More specifically I am asking more about this part of the passive: “Shiv Lightning can critically strike, dealing 100% BONUS damage”

Gilgayu1/26/2019, 12:10:48 AM1 votes

I don't see the point of doing this.

maybe i'm just a boring person, but making crit adc's damage more "estimatable" isn't going to help anyone.

First, how many adcs go back and buy zeal? Like, really... Second, crit is all about chance, but it doesn't really have to do with luck. In most early game cases, an unexpected crit honestly won't do much. In late game, most adcs (beside kog, varus, kalista, ez, etc.) would have 60%+ crit chance, and you really can't blame it on luck.

Crit items are getting reworked to give marksmen some defense, but there is nothing wrong with the concept of crit itself.

Even1/26/2019, 12:30:59 AM1 votes

This idea has been brought up many times before. The answer is always that a critical strike is always meant to feel stronger than normal. Adding just a damage multiplier removes the satisfaction and is an extremely boring and lazy answer to critical strikes being a problem.

PlausibleEulogy1/27/2019, 4:41:55 AM1 votes

I don't think crit is as random as you might think. I'm pretty sure I've read somewhere that there's a underlying equation to "help" crit hit at the right rates. In real life, flipping a coin is a 50/50 proposition. Flipping it again is another 50/50 proposition. And every subsequent flip is a 50/50 proposition, regardless of the result of the previous flip. If I just flipped heads, there's still a 50% chance that I'll flip heads again. If I do, the chance that my next flip being heads is still 50%. That's not the way crit works in game. Say you have 50% crit. You auto and crit. A behind-the-scene equation actually every so slightly reduces the chances that your next auto will crit. If it does crit anyway, it reduces the chances of your next auto critting even slightly more. It works the opposite way when u don't crit.

Sett a trap1/28/2019, 5:45:31 AM1 votes

critical strike has been around as long as Dungeons and Dragons.......lmao it's not leaving.

seanyen2/3/2019, 1:46:20 AM1 votes

Ashe - sooo change crit to ashe passive?

Kadexe2/4/2019, 8:42:51 PM1 votes

I'm a fan of this system. It changes as little as possible, while removing the RNG. Instead of doing, for example, 200% damage with 50% of your attacks, you would do 150% damage with all of your attacks. This is mathematically the same damage.

DrLuau2/6/2019, 4:19:29 PM1 votes

Changing it to a generic throughput buff is uninteresting. A more interesting approach would be to fold critical strikes into the energized subsystem, where for every X units moved (reduced by the critical strike stat) you deal a critical strike. This has a couple of good benefits attached to it:

  1. Reinforces ADC's play patterns of kiting and stutter-stepping
  2. Makes ADC siege considerably less oppressive to defenders, but not to towers.
  3. Makes critical strikes more predictable, which means they can be made more interesting on their own.
Seenan2/7/2019, 6:01:03 AM1 votes

I've honestly thought about this idea for a long time, and I believe I even posted it a very long time ago (natural downvotes). I would dig this change being in the game, tbh. Highlights positioning/skill expression instead of RNGesus crits.

Quil Evrything2/12/2019, 6:02:54 AM1 votes

screw the fancy stuff. just remove it entirely

1 Wing2/20/2019, 4:45:46 PM1 votes

Critical strikes "in the traditional form, such as we see in earlier d&d, and every thing, basically" means: multiply the base attack damage.

I am breaking your article down into five points. I hope to discuss each of these points, with the community.

  1. Your opening statement: the term "critical strike" should be removed from the game. . . . . and we should multiple the base attack damage. This is the traditional definition of "critical strike."

  2. In a world where thornmails is now "traditional thorns:" it is clear why this debate is happening.

That one isn't your fault: it's a fault with the game. So, that's fine to discuss. Let's discuss these five points with the community.

  1. "regular auto attacks" absolutely, 100%, for real: cannot function the same as spells.

To have them on the same rules: spells and physical attacks, now are the same. The game no longer exists then.

  1. We have a way to scale damage, in the way you literally are describing in your post--instead of what you described in your opening statement.

It's called "building regular attack damage."

Yes, what you literally wrote, describes "a multiplier," rather than "a static amount," however within the scope of League of Legends, building "a small multiplier" is literally equivalent to "building a long sword."

  1. If you are building a large multiplier under your system, then you are building the original system: double all autos. Under your system, at the start, you should build a long sword instead of crit chance.

Remember when. . . remember when someone, playing Twitch, bough crit chance, got in two crits right in the next fight. . .they won that game. They won it.

ModThe Djinn1/19/2019, 1:20:43 AM1 votes

Approved.

excelsheet12/21/2019, 8:19:01 PM1 votes

Removed, unless its something purposely and uniquely built into a champion.

FSRER1/20/2019, 9:03:59 AM1 votes

You are just salty. Critical strike was and will always be a thing in league. It used to have counterplay which was the variety of tank items which actually had an impact on the game but right now critical means true damage since infinity edge is....kinda crap. All they have to do is balance this true damage and crit wont be a issue.