An Idea to rework crit to be healthy

Xavanic··2 votes·28,078 views

So, over the years, many things have been changed, while some baseline stats remain the same, crit remains....the most problematic one, an early level 1 critical strike can ruin anyone's day, but here's my idea... Critical strike >>>> Impact Impact increases the base damage of your auto attacks while additionally ignoring a portion of the targets armor, IE let's say item 3086 now gives 10% impact, this means your auto attacks (and enhanced auto attacks) now do 10% more damage then normal and ignore 5% of their armor...additionally, impact would cap at 50%, but this would be possible to exceed with the use of certain items (also certain champs could exceed it aswell) but the armor ignorance would cap at 25% examples are as follows: item 3031 can give 25% impact, which exceeds the impact cap, increasing dmg by another 25%, or tryndamere could achieve an extra 35% impact with his passive, allowing a total 110% impact, now these are just examples but it would be far easier to balance then crit current is, as the ability to just randomly get 200% dmg on an AA isn't exactly what I call healthy gameplay Give me your thoughts on this change

48 Comments

TomiMan76 votes

You basically described the current system, but this would ramp up eeeeeeven slower than the current one. The armor ignorance is the current true dmg part. Horrible idea. This would kill adc even more.

Xavanic1 votes

{quoted}

You basically described the current system, but this would ramp up eeeeeeven slower than the current one. The armor ignorance is the current true dmg part. Horrible idea. This would kill adc even more.

um what? first and foremost, this is nothing like the current system, current system randomly gives you 200% dmg on an AA, this system would allow aa's to gain more dmg based on how much impact you had, while allowing for crit users to ignore a little more armor (also, true dmg and armor ignorance are 2 different stats, just an FYI)

TomiMan71 votes

Dmg wise witch what should be cared about here is almost the same. Come to think of it the current one is actually way better at that.

Xavanic2 votes

{quoted}

Dmg wise witch what should be cared about here is almost the same. Come to think of it the current one is actually way better at that.

Current one is worse, its poor game design at its core tbh, crits work in mmos because their either Based off a meager dmg system where your hitting for 300 dmg out of their 10k health, or in fps mmos, their based on where you hit the enemy, in this game, crits are almost as bad as dodge

Galiö4 votes

Honestly I though crits should work in a level system other than more armor pen in the game.

Like items can give you +1 critical up to a max of idk... 8.

Lvl 1 crit: every 5th attack deals 180% damage Lvl 2 crit: every 5th attack deals 200% damage Lvl 3 crit: every 4th attac deals 200% damage Level 4 crit: every 4th attack deals 210% damage. Level 5: every 3rd attack deals 210% damage Level 6: every 3rd attack deals 215% damage Level 7: every 3rd attack deals 220% damage Level 8: every 2nd attack deals 220% damage.

Then your infinity edge it can double your crit and each crit item gives 1 or 2 crit.

Yasuo gets double crit like normal with reduced damage

Tryndamere can get a free 1 through 4 crit based on rage.

Everything will function slightly similar but without RNG.

Numbers can all be adjusted just an example.

Edit: oh and you can limit crit abuse with unique passives and half benefits similar to mages CDR items off of lost chapter.

Like zeal gives a crit but the enhanced crit items have a unique passive for crit. Semi forcing infinitly edge more.

colonel cranc3 votes

This doesn’t sound good. You just could count your AAs in lane and shoot the enemy with long ranged champions when you have the crit Playing against caith or jhin would be a nightmare

Galiö1 votes

Well jhin would also have to have a different passive since he cant crit normally. So it would just 4th shit crit dealing w.e dmg and need to find another way of making his passive work with another crit system.

Cait may be a pain as well. But it's not much different from how it is now and also ot isnt as strong as it is now mid game. Where youd do 200% damage 1 out of 2 shots with only 2 items.

With this youd need to put more thought into when to shoot early and also kind of curbs power late game when people have 100-120% crit chance and hist deal 200% damage all the time.

Again I was just spit balling an idea. I just dont think we need to have even more incentives for the game to be more tank cutting since tanks are almost never popular (even in tank metas) to play and having so many options for %helath damage, huge armor pen, true damage, shield cut (for irelia), executes.

It's all too much already.. also this would feel extra bad against non tanks and youd get bursted down by AD or AP casters since there would be less way to kill them via AA since it's all about pen.

DerMangoJoghurt1 votes

This is actually a common misconception, but Jhin is very much capable of criting normally. Their damage is just reduced by 25% in exchange for a movement speed burst.

Galiö1 votes

At that point it's just move speed and not damage. wouldn't really make or break the champion imo.

But overall itll just be rough for tanks. Top juggernauts mostly have ways to deal with tanks and conqueror in a heavy tank match up.

Marksmen with on hit build have rageblade and bork on top of armor 40% armor pen ite..

And then crit marksmen would have armor pen, bonus damage and then the 40% armor pen item.

Would just be too much true damage everywhere.

FemalesAreLesser1 votes

Wouldn't overly change it since alot of Adc's right now rush stormrazor, which if you time it out is 100% crit with 1 item. but thats not the point of this post. just another very unhealthy item.

ModKnightsKemplar3 votes

I'll be honest, I hate the idea of giving autos scaling damage. To me, TomiMan7 has it exactly wrong. Scaling autos still give marksmen too much power to kill squishy targets, something that assassins and burst mages are supposed to do better than marksmen.

Tying crit to % armor pen is something that has been independently suggested often, and that's something I think Riot should seriously consider. Marksmen exist to tank bust. So to me, it's an obvious choice to make their main stat helpful in that regard.

Xavanic1 votes

{quoted}

I'll be honest, I hate the idea of giving autos scaling damage. To me, TomiMan7 has it exactly wrong. Scaling autos still give marksmen too much power to kill squishy targets, something that assassins and burst mages are supposed to do better than marksmen.

Tying crit to % armor pen is something that has been independently suggested often, and that's something I think Riot should seriously consider. Marksmen exist to tank bust. So to me, it's an obvious choice to make their main stat helpful in that regard.

These numbers could easily be adjusted as their not set in stone, but def feel aa's should get a bit of extra dmg, since pinging someone with 300 dmg aa's rlly doesn't do much when people have at least 1600 health, if not more, and when tanks are walking around with 5k, pinging them with 300 dmg aa's isn't gonna scare them

ModKnightsKemplar1 votes

Well, 300 dmg aa's assumes crit doesn't do anything except armor pen. I don't think it has to be that way, either.

I just don't want to go back to an era where marksmen are bursting each other down in 3 autos. That isn't fun for anyone.

5050BS1 votes

.... Thats what we have today.

item 3095 +item 3147 + Empowered Auto attack

ModKnightsKemplar1 votes

Heh.

Yeah, I do hate stormrazer. It seems really pointless to me to try to reduce marksmen burst and then introduce this item. But most marksmen don't build duskblade. As I've said elsewhere before, that's primarily a problem with MF, and to some extent Jhin, not really with marksman itemization.

5050BS1 votes

What Marksmens are there other then MF, Jihn and Kaisa in the current meta?

MF and Jhin are item 3095 + item 3147 Kaisa is item 3124

All broken items on those that build them.

suprakirby1 votes

I think Kog'maw could utilize item 3124 with some decent efficiency

Warlord Rhinark1 votes

Excuse me for going off topic, but how is this post qualified for Gameplay+?

It only has 1 big paragraph of text and the post itself isn't that well structured (no line shifts, no horizontal dividers, no columns, no bullet points and the spelling isn't great either with numerous grammatical errors).

The guidelines say:

"Here you’ll find in-depth and advanced discussions related to playing League of Legends.

"Whether you've written an essay on why you believe something is meta, or whether you have the math to support why you believe a champion is busted, this is the place for you."

Perhaps I'm being a bit critical here (no pun intended), but I'd just like an answer.

ModKnightsKemplar1 votes

Gameplay+ is a work in progress. We need to work on the messaging around it, and that's something we know.

We did a lot of quantity over quality in the first few weeks of G+, and I don't think that served us well. Instead of making the bar super high on presenting a huge page-long argument about why your idea is the greatest ever, we've decided a better direction would be to lean towards posts that generate interesting discussion.

This post does that, and the discussion is pretty high level, mostly focusing on what crit is supposed to do and how to help it fulfill its purpose more effectively. That serves the intended purpose of G+ better than only publishing air-tight arguments that are hard to engage.

I will personally be advocating for the removal of "writing an essay" on anything, as I think more often than not, a long post discourages discussion. That's the opposite of what we want for G+. There will be exceptions to everything, and we want to leave room for that, but I think the long posts are doing more harm than good atm.

Warlord Rhinark1 votes

{quoted}

Gameplay+ is a work in progress. We need to work on the messaging around it, and that's something we know.

We did a lot of quantity over quality in the first few weeks of G+, and I don't think that served us well. Instead of making the bar super high on presenting a huge page-long argument about why your idea is the greatest ever, we've decided a better direction would be to lean towards posts that generate interesting discussion.

This post does that, and the discussion is pretty high level, mostly focusing on what crit is supposed to do and how to help it fulfill its purpose more effectively. That serves the intended purpose of G+ better than only publishing air-tight arguments that are hard to engage.

I will personally be advocating for the removal of "writing an essay" on anything, as I think more often than not, a long post discourages discussion. That's the opposite of what we want for G+. There will be exceptions to everything, and we want to leave room for that, but I think the long posts are doing more harm than good atm.

Oh okay, that makes more sense.

Thanks for the answer.

EyesOfTheFox1 votes

I find that on crit marksmen (Xayah/Jinx/etc) it's actually better to skip stormrazor as that actually slows your build progress down really bad mid game.

DerMangoJoghurt2 votes

I have a few problems with this. First of all, it removes the entire thematic of critical strikes. They are meant to be single high impact attacks in exchange for weaker regular damage. When you build for critical strikes you want those "Look at that crit!" moment in fights. Impact would completely remove any variation in damage output during a fight. (I don't like 100% crit chance for similar reasons)

Second, it provides armor penetration. This will make it naturally more effective against tanks and less effective against squishies, shifting the gameplay focus of critical strikes. It wouldn't be worth it to build impact early, since nobody had time to amass large quantities of armor yet. A possible scenario would be that no marksmen would build impact early, but nearly everyone would build it late. How much impact you'd build would mostly be decided by the amount of armor the enemy team is building, making itemisation for lower elo players difficult.

Similarly, building against impact is not gold efficient. In the extreme case, building Lord Dominiks together with Impact items would let you ignore up to 72.5% of an opponents armor, while still giving you a 175% damage amplifier. Even after some number tuning, impact items would essentially become variations of Lord Dominiks, which isn't a bad thing (I'd like some more armor pen itemization options), but not fit to replace crit as build path.

I think the most accurate replacement of critical strike chance would be a static damage amplifier, without the armor penetration. Another popular option is a guaranteed crit every x-th auto attack. However, the first option would remove the thematic appeal of crits, while the second one would overly complicate trading windows by giving everyone Jhin passives.

Xavanic1 votes

{quoted}

I have a few problems with this. First of all, it removes the entire thematic of critical strikes. They are meant to be single high impact attacks in exchange for weaker regular damage. When you build for critical strikes you want those "Look at that crit!" moment in fights. Impact would completely remove any variation in damage output during a fight. (I don't like 100% crit chance for similar reasons)

Second, it provides armor penetration. This will make it naturally more effective against tanks and less effective against squishies, shifting the gameplay focus of critical strikes. It wouldn't be worth it to build impact early, since nobody had time to amass large quantities of armor yet. A possible scenario would be that no marksmen would build impact early, but nearly everyone would build it late. How much impact you'd build would mostly be decided by the amount of armor the enemy team is building, making itemisation for lower elo players difficult.

Similarly, building against impact is not gold efficient. In the extreme case, building Lord Dominiks together with Impact items would let you ignore up to 72.5% of an opponents armor, while still giving you a 175% damage amplifier. Even after some number tuning, impact items would essentially become variations of Lord Dominiks, which isn't a bad thing (I'd like some more armor pen itemization options), but not fit to replace crit as build path.

I think the most accurate replacement of critical strike chance would be a static damage amplifier, without the armor penetration. Another popular option is a guaranteed crit every x-th auto attack. However, the first option would remove the thematic appeal of crits, while the second one would overly complicate trading windows by giving everyone Jhin passives.

The problem is, random crits aren't healthy for the game, do you know how much it sucked to lose lane because the zed who had a 1% crit chance rune, killed you with a crit at level 3?, and having a crit ever X-th AA would over nerf crit users

DerMangoJoghurt1 votes

I think you greatly overestimate the impact of crits. You mustn't forget that every piece of gold spent on crit is not spent on attack damage or attack speed. Crit runes aren't a thing anymore and nobody is going to buy a Brawler's Glove as a starting item. Even your first back is used to buy raw damage first, crit isn't worth it without damage items. That means that by the point people start buying crit, a significant amount of time has passed, by which it's probably already been established which laner has the upper hand. But let's assume that the lane is perfectly even until somebody builds crit. This introduces uncertainty to the damage output by putting it on a spectrum of probability. However, this spectrum is kept narrow through Riot's good/bad luck protection, which constantly adjusts your crit chance depending on whether you're getting lucky or unlucky so that it always evens out to the intended value. That makes it almost impossible to get way too many, or way too few critical strikes. There are uncertain factors in fights which are more impactful than crits. You wouldn't call an ability unhealthy just because you're not guaranteed to hit with it in a fight. Yet, since abilities usually deal more damage than basic attacks, the damage from that ability is going to influence a fight more than a few crits. You might argue that it's not the same since there's skill involved, but from your perspective you'll never be able to anticipate with 100% certainty whether or not an ability will hit, adding more uncertainty to your damage output than crits.

Shahamut2 votes

Personally, I like the idea of removing crit from items, and just making it a part of Kits desigined for crit.

Tryndamere could have a critical strike passive that allows him to crit as long as he has at least SOME rage. He would crit every 5/4/3 auto attacks based on how much rage he had.

The damage could be scaled appropriately, and it would never feel like a crap shoot because you could always count his autos to try and avoid the crit. You could also then divide his rage bar into 3 sections so you know how many attacks its going to be: 5, 4, or 3.

Yasuo could have his critical strike moved to his Q ranks, Criting on every 5/4/3/2/1 hit, since 100% crit is kind of his thing. It means you KNOW when he will have 100% crit (level 9) and he can be balanced accordingly.

Ashe/Fiora already have their own crit mechanics, as well as Cait (headshot). They would only need minor tweaks. Ashe would need a small rethinking, but its doable.

Having items that then modify critical strikes allows for a niche set of items you could create that would only get used by champions with a critical strike component.

There are so many options for how to fix critical strike, but the biggest thing needs to be getting rid of the RNG, especially for early game. It sucks getting owned by Tryndamere one match, and then losing AS Tryndamere in the same matchup the next game because RNG just decided it hated you that day XD

ModKnightsKemplar1 votes

Approved!

Flashes1 votes

So you're saying...

AD% steroid + Lethality?

Xavanic1 votes

{quoted}

So you're saying...

AD% steroid + Lethality?

AA steroid, none of it effects ad based abilities unless stated by the ability

PandaNator431 votes

Its a fine suggestion, likely would need number tweaks.

Giving marksmen items armor penetration furthers entrenches marksmen as a requirement to kill tanks.

I've never liked that marksmen are so required for killing tanks. Thematically/Fantasy wise, it doesn't fit. I understand why systematically they have become tank killers: AD + AS = high dps -> high dps kills tanks.

But fantasy wise, it makes more sense to see Juggernauts and Fighters (Darius) killing tanks than marksmen.

Or, diversify marksmen so that some are really good at killing tanks (Jinx) and others have different strengths: dueling (Lucian), sniping (Cait), AOE, utility etc.

Carnicore1 votes

Looks similar to my idea but you added armor penetration. I should reiterate that 50% crit chance is no different from having all your attacks deal 150% damage, so point-for-point your "impact" would be stronger than crit is now thanks to the addition of penetration.

Xavanic1 votes

{quoted}

Looks similar to my idea but you added armor penetration. I should reiterate that 50% crit chance is no different from having all your attacks deal 150% damage, so point-for-point your "impact" would be stronger than crit is now thanks to the addition of penetration.

never saw your post tbh, and to be fair, ive been asking riot to change crit chance since season 6? 7? whenever the marksman rework happened, and tbh, idc what they choose, so long as its CONSISTENT, i like to weigh out my options before i try to get a kill in lane, and a random crit of their 10% brawlers knuckle sucks to no end, wasn't trying to steal your post or anything, just figured i would mention my idea in an area where it would get more notice (since my previous ones fell into obscurity)

DeathBurst1 votes

All the various suggestions here try to remove the variance from Crits. But y'all are ignoring the fact that Riot WANT variance. Crit being somewhat RNG adds unpredictability to fights, and this is something Riot want, because otherwise you perfectly know in advance who will win a fight, so the losing side just doesn't fight at all.

Riot is open to tuning HOW this variance happens exactly, as exemplified by the move from true uniform RNG to pseudo-random distributions that feel better to us humans, but any suggestion that removes variance entirely is misunderstanding the constraints of the problem they're trying to solve.

Xavanic1 votes

{quoted}

All the various suggestions here try to remove the variance from Crits. But y'all are ignoring the fact that Riot WANT variance. Crit being somewhat RNG adds unpredictability to fights, and this is something Riot want, because otherwise you perfectly know in advance who will win a fight, so the losing side just doesn't fight at all.

Riot is open to tuning HOW this variance happens exactly, as exemplified by the move from true uniform RNG to pseudo-random distributions that feel better to us humans, but any suggestion that removes variance entirely is misunderstanding the constraints of the problem they're trying to solve.

I really don't feel that variance works in league though, i feel its just tilting to have someone suddenly crit in a duel and win because of it, skill shots offer enough variance imo, their damage, BUT they have counterplay, you can attempt to dodge them with movement, abilites, items, or summoner spells, a crit does not really have much, plus there is no way to play around it as your not going to know whether its a crit or not until your health has already been taken, this is the flaw with crit chance and why i feel it doesnt belong in this game

DeathBurst1 votes

But that's the thing, most ADC (the main people intended to buy crit) don't have skillshots or other traditional means of variance.

And it's not my opinion, it's what Riot said. If you don't try and work inside the parameters fixed by Riot, it's very unlikely they'll take a serious look at your suggestion.

Xavanic1 votes

{quoted}

But that's the thing, most ADC (the main people intended to buy crit) don't have skillshots or other traditional means of variance.

And it's not my opinion, it's what Riot said. If you don't try and work inside the parameters fixed by Riot, it's very unlikely they'll take a serious look at your suggestion.

Well they could rework them to have skill shots, but then they would need skill to play, alienating most their playerbase, but i dunno, crit just isn't healthy in its current state

EyesOfTheFox1 votes

A lot of marksmen have skill shots built into their kit that aren't just right clicking... Cait has a skillshot, Varus has 2, Kai'sa, Ez has 2, Quinn, Graves has 2, Ashe, Tristana, Lucian has 2, Jhin has 2, Xayah, Jinx has 2, Kalista, Sivir, I'm sure there are others I can't recall atm. A lot of them also have some soft/hard cc built into that as well.

5050BS1 votes

Iv always felt that Crit and LifeSteal needs a soft cap.

Spellvamp has a cap at 33% but LifeSteal can go all the way to 100% does not make since.

I would make LifeSteal cap at +30% from items and 20% from champs innate abilities for a cap of 50% This would not affect healing from abilities tho just auto attack LifeSteal.

Also Lifesteal should be based off of non-crit damage.

Crit I would put a soft cap of 60% and a hard cap of 75% (Yasuo would hit this but would not break over it)

This would make people do different builds. It would also fix the issue of some champs healing for 20-40% of their health bar in one auto attack.

Jetboost1 votes

Lee sin gains lifesteal on his W combined with the right items and runes his lifesteal could go to somewhere around 108% (calculated it once upon a time)it can go beyond 100%.

But even if you have so much lifesteal and you don't have the attack speed to make use of it then the ammount of health you gain is still not all that much. Example: In the case above you woud hit around 3 AA in 2 seconds for a total of 300% and with the items purchased around 350 AD without penetration gaining you a base value of 1050 HP back. In the case of an ADC 5 AA without and 6AA in 2 seconds with lethal tempo with something like 25% lifesteal 270AD 100%crit and having penetration will give you a base value of 810 HP.

What i thus wanted to say and show to you is that lifesteal doesn't really need a cap(for now). If you wish to cap its healing make sure your team buys an item that makes you inflict grievious wounds.

aezens1 votes

That´s essentially the same thing someone posted here before (crit multiplier instead of crit chance) with the addition of the current item 3031 true damage mechanic on all adc items.

The general concept isn´t bad but the main problem remains. Bruser, assassins, juggernauts, etc would abuse a % damage increase. I think changes on ad utilisation for autoattacks needs to be done first. Essentially they should be treated like a 5th ability with separate scalings (ad and ap).

This way a pure multiplicator can´t be abused and is most useful for champions that are supposed to buy these items.

Some imaginary examples for clarification how this could work:

Caitlyn/Ashe 110% ad Kog`Maw/Kai´Sa 75% ad 20% ap Tryndamare/Yasuo 105% ad Darius/Garen 85% ad Zed/Talon 75% ad Ekko/Diana 70% ad 15% ap Ahri/Anni 10% ap

Jetboost1 votes

I will put forth another option. When having more than 0% crit give the champion 10 small(er)blocks (like those of jhin) above the health bar showing which AA will crit.

The issue in my oppinion is that the crit proc is not predictable and can't be relied upon. By making it vissible ahead of time people can therefore play around it.

At 100% crit chance you could put a symbol somewhere around the HP bar indicating he has reached 100% crit.

JeaneGreene1 votes

The whole point of Crit is to have that “Woah!!! Super lucky!!!” Moment

Xavanic5 votes

{quoted}

The whole point of Crit is to have that “Woah!!! Super lucky!!!” Moment

But that's also not healthy in a game where a single kill can decide the rest of the game, like imagine in basketball, where there was a 10% chance to get a super score which gave say triple points (i know this is dumb but bear with me), do you believe that would be good for that game? Riot wants league to be an E-sport, well sports are usually determined by the teams cooperation and skill, which is fine, not a random number that sometimes happens, how is a critical strike in league any different? it feels bad for the person who got crit since it could have been a very easily won trade as they have the cooldowns/ranges/cast times of the champ their dueling down to a science, just to be hit by a lucky crit that put the lane into a downward spiral of feeding, since crit typically out scales all other forms of damage in the mid-late game (with some exceptions of course)

JeaneGreene1 votes

I think that that is more of a snowballing issue.

Xavanic1 votes

{quoted}

I think that that is more of a snowballing issue.

True, but the snowballing issue will not be fixed, as that means lcs games will be a little longer (an extra 10-15 min per game most likely) and riot doesn't want that, so it's not going away...

Curiously1 votes

The difference here is the person puts their resources into crit to achieve that luck. It's also not pure luck, there's a weighted system to it so each time you don't crit your chance of critting is higher until you do crit, at which point it resets back down to your base crit chance. It's pseudo-random bad luck protection. The person uying crit chance is giving up on AD. Look at current crit items - the only ones that gives AD are an item that gives no crit chance, but has a passive that allows a weaker version of a critical strike if you time your attacks, and an item that is only effective once you've bought at least 1 other crit item (preferably 2). Your basketball analogy is wrong because it assumes everyone has 10% triple-score chance. More realistically, a player individually would have triple-score chance and his regular shots would be worth less points. He has a chance of earning 4 points per score, but his regular scores are only worth 1 point.

The reason they removed dodge is because it felt really bad for the player to miss their attacks on a low hp target, moreso than it felt good for the one player who escaped. However if you kill a low hp target with a crit that doesn't matter because they were low hp anyway and thus dead no matter what. Crits feel good because they not only deal high damage but they don't cause the 'dodge effect' of making a low hp kill slip through your fingers. Bring crit might suck but you know it's a possibility and you know it's going to happen about X% of the time based on the enemy crit chance. With Stormrazor you even know when a crit is coming.

I don't know how long you've been playing but right now is the hardest time ever in league to gain crit chance and stack crits for high damage. Every crit item gives so much crit that you WILL be overbuying your crit chance. IE is still mandatory for crit builds too. You're looking at 3 items for 100% crit with almost no additional AD, making your crits lackluster. A crit build nowadays is expensive and weak compared to old crit builds where you could rune out 20% crit at level 1 (or use crit damage and hope for a good farm game to buy your full build of crit % and IE).

Point is, crit is far weaker now than it has been for a long time. it's predictable whether you build Stormrazor crit or % crit, it comes in neat little compartmented percents, on items that give little to no AD, and it costs a lot of money for an effective full crit build. Removing this because it's 'unfun' to be crit is silly I think. It's unfun to get hit by stray skills, it's unfun for an Ashe arrow to randomly smack your face, it's unfun to have the enemy steal objectives, it's unfun to not know where the enemy warded or have your own wards found out. A lot of stuff in LoL is random or based on the unknown. That doesn't make it less skillful or fun because all of this is planned around and predictable to varying degrees. Crit is no different.

gabetheguy2 votes

that's not a good thing lmao

Searington1 votes

Anything that would take the rng aspect of it would be fine to me, but it should still sinergize greatly with attack speed, since that's the whole point. Simply increasing autoattack damage wouldn't do it. Making them crit every N number of autoattacks, increasing frequency as the stat rises, would be the most obvious answer, and would allow you to play around them, with or against. I would be totally fine with that.

But if they're feeling creative they could just remove it completely and add non-unique passives: -One that may increase your autoattack damage everytime you hit a champion (without actually increasing you AD). Similar to Fervor of Battle, but strong enough to be as impactful as crit chance for an autoattack-based champion. -Or an item passive that acts similarly to Vayne's (Or Gnar, Kaisa, etc) on-hit stacks that procs crit strikes. -Or one that gives you stacks of Critical Strike over time, making you crit on your next aa, increasing the ammount of maximum charges and reload speed the more items with this passive you have. Or with your attack speed.

Or even an active effect that makes all your autoattacks crit for 1 to ¿6? seconds depending on your crit strike chance, or something.

I don't know, possibilities are endless.

[slayer-pantheon-thumbs]

Asobi Spirit1 votes

Making this... Impact effect sound like it's not armor pen kinda failed. I'm confused if you want crits to be an extra 50(25 for armored opponents)% damage rather than a double damage hit or something else.

It does look like you want Armor Pen to be a factor in it, to which I say proudly: "There are enough ways to kill a tank! We dont need more!" Lethality already hurts us tanks plenty, that and regular armor pen. Now Crit should still exist as it is, but Stormrazor and IE should be looked at because in my opinion they give far too much opportunity for a critical hit to happen. I saw someone here say "Make a box above the health bar showing when the Crit is gonna happen" now that could be an idea but it takes away the randomness factor of a crit.

Ultimately I dont use crit much, but making it all woogity isnt necessary.

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