Critical Chance - The Last Bastion of RNG in LoL

TiberiusAudley··8 votes·1,104 views

After the 4.10/4.11 Forecast came out recently, CLG's Doublelift (Vayne) went to Twitter with some criticisms about the upcoming changes to Infinity Edge...

I really hope IE changes never make it live. I don't want to see S4WC million dollar bot lane trades decided on who gets the first IE crit.

I hate RNG and it's even worse when it's an attractive option for early game where snowballing lane is most important

There's nothing wrong with BT vs BoRK build paths right now, it's skill-based and calculated gameplay with no room for luck

I wholeheartedly agree with his sentiment. Riot has been diligent about removing RNG from League, and even curbed many of the abuse cases of Crit (inherent champion crit chance, mastery crit chance, introduced a pseudorandom generator to reduce double crits or long streaks without them).

While I personally don't think randomness is -inherently- bad in games, I think randomness that cannot be reacted to or accounted for prior to their effects is bad. For example, in Pokémon, critical hits are random and instant. They immediately take effect and can have vast game-changing effects that the player on the receiving end cannot have predicted or attempted to avoid. In the instance of Pokémon, a similar effect could be obtained by having a monster knocked "off-balance" whenever the RNG decides a crit has occurred -- but having the next attack be the one that deals double damage / ignores defense boosts (and makes the player's normal priority moves have less priority / guaranteeing Protect/Detect will fail). This gives the player a chance to react to the crit by either swapping in another monster (losing their boosts and taking normal damage...or predicting the type of the move and taking no damage), or answer with a priority move in an attempt to kill the opposing monster before it kills them, or simply taking the hit. It gives options to answer without directly, immediately affecting the state of the game. The player on the receiving end determines just how fucked the RNG gods have made him.

Exposition aside... In League of Legends, a similar option could potentially be explored while maintaining the flavorful semi-randomness of critical hits. In order to do that, critical chance as a stat should be reworked entirely.

Rather than just being a stat that arbitrarily determines whether or not a player deals double (or more) damage, Critical Chance should be replaced with a stat that "generates" as a player fights.

Rather than a Brawler's Glove offering 8% Critical Chance, it would generate ~5-10 "Focus" (or whatever you'd call the stat) per auto attack from the player. Once the player has reached 100 "Focus" their next attack will crit. (This could time out after not attacking for x seconds to prevent starting a battle with a crit...potentially with Ashe's Ashe passive allowing her to save "Focus" outside of combat, rather than just build up to a crit.)

This would have the following bonuses:

  • Players would know when their own Crit was coming so they could attempt to use it offensively.
  • Players would know when an opponent was about to Crit them so they could attempt to force the opponent to burn it on a minion.
  • Battles would not start with a critical hit, guaranteeing one player is at a disadvantage from the get-go.
  • Consecutive critical hits would not randomly occur unless a player had substantial "Focus" in their build.

(In the case of Statikk Shiv item 3087, the item's passive could be reworked to make it so critical hits cause the electric spark, and moving at all generates focus. This would increase the item's synergy with Infinity Edge for carries -and- offer an option to start a battle with a crit.

In Yasuo's case, his passive could generate double the Focus instead of simply doubling his critical chance from items.)

This would increase the interactivity of crits by allowing laners to know when their opponent has a critical hit ready, and choose to dodge them (or mind game them by being one hit short of a crit and then going in to trade for two autos, or using an AA reset mechanic to get their guaranteed crit in, if they were playing a champion like Shyvana or Jax or Renekton.) It also increases the zoning potential and gameplay tension as a player gets near their critical hit in the early game.

Likewise, it would also reduce the randomness of critical hits, while greatly reducing the effect that a player was "screwed over" by a crit occurring, since they are able to detect when a critical hit occurs.

Some potential downsides to this system,

  • Downsides? There's nothing bad about knowing more about your opponent's combat strength compared to yours!
  • Players may play more passively knowing they're weaker, but that's offset by the aggressive play making potential of knowing you have a crit ready.
  • It would take a fairly large overhaul to implement, so it would probably need to be an off-season change.
  • Could cause problems with Caitlyn / Headshot interaction in cases where the two didn't line up often.

Anyway... randomized Crit Chance is the last bit of randomness in LoL, and although the "random" flavor of a crit is a big part of its allure... it's possible to keep the random flavor without leaving it as a mechanic entirely up to chance or hurting a player's perspective of a match-up simply because they got crit once out of nowhere. This is my recommendation to a step in the right direction for removing that stigma.

11 Comments

The Red Warden2 votes

Gangplank ult disagrees with crit being the only RNG in game.

Remlap12233 votes

Lol that's not even RNG. It's praying that the enemy gets brain trauma and thinks it's a good idea to play catch the cannonball. GP's ult does next to no damage, so saying it's RNG is very, very, VERY generous.

TiberiusAudley1 votes

Sion's Passive is also RNG, but both of those are low-impact RNG.

Hyrum Graff1 votes

GP's ult is low-impact RNG

u wot m8?

But in all seriousness, GP's ult (especially AP GP) has the potential to do tons of damage, or no damage at all, depending on where the cannonballs hit.

From a personal perspective, as a squishy immobile mage, I've both survived GP ults when I'm at very low hp by walked out, and died to them when I'm at 1/2 hp and RNGesus is not kind.

Earl Eulrich2 votes

The easiest Solution would be to just change it to an %dmg amplifier on auto-attacks. Wouldn´t change anything about the dps, but totally remove the RNG.

If that is considered boring I´d be for a on-hit mechanic like jax ultimate, ajust all crit items to 25% so 1item->every forth hit crits, 2items->every second crits, 3items->every 4th doesn´t crit, 4items->every hit crits.

IS18eb4c6c0e2b78d500a021 votes

Exactly, IE should give something like 1.25~1.5 auto attack dmg amplification and get rid of crit chance/crit amp

BrofessorF1 votes

its an interesting idea, but would that not encourage people to just rush the statikk shiv, run in, hit an auto, then run back out and stay out of range while running around to build up another crit

TiberiusAudley1 votes

In doing so they'd be sacrificing the damage behind the crit, sustain, their AD ratios, and other stats solely for that ability...so it wouldn't necessarily be worth it...and the rate at which Shiv generates Focus would be a balancing point if it were to become a problem.

BrofessorF1 votes

another problem would be that you would have to create some sort of overflow to it as well which causes more problem with people like trynds crit modifiers and such

like lets assume that your brawlers gloves example 8% turns to 16 focus generation for simplicities sake, people are still going to go for the 100% if at all possible, however, if your crit items are ie and shiv, thats 25% and 20% crit respectively, which would be 50 and 40 focus per hit.

now, that creates an issue, if you cant find an item with exactly 10 focus generation per hit, either you stay with the gaining 90 focus, and you still need 2 auto attacks to hit 100, which would make any generation past 50 per hit wasted stats, or you can go over 100, which would obviously be wasted stats at that point too

you cant make any focus generation past 100 do extra damage, it would be hell for coding, and would make hypercarries scale even harder, which the game doesnt need

so where do you stop the focus overflow at... not trying to be negative, just discussing problems i see from a balance point of view

edit: you also could not make it so focus generation requires a lot of autos at full build, that would throw off balance in favor of any ad champion who wasnt crit reliant, aka almost every bruiser out there

TiberiusAudley1 votes

First off, realized I derped in my math up there for Focus Generation. 8% crit chance is supposed to generate a crit every 12.5 attacks, not generate ~12.5 focus... (I think I was thinking 1/8 for some reason.)

So Brawler's Gloves would generate something like 5-10 or 6-12 Focus per attack. It's not a flat amount, so a player getting IE (25% crit chance, or something like 20-30 Focus per attack) and PD (30 crit chance, or something like 20-40 Focus per attack) wouldn't allow them to know exactly where their overflow mark is -- because it wouldn't be the same for every attack string. The purpose of the Focus stat is to keep the "randomness" of crits without making it so it feels random to the opponent. The opponent can still know when a crit is coming once it is readied.

JackYAqua1 votes

Here're my thoughts on this :

  • There is no more 'critical strike chance'.

  • Instead Brawler's Gloves grant a Passive called something like "Show Weakness" or "Tactician", etc.

  • This Passive states, that attacking an enemy starts a counter of sorts, similar to Static Shiv's. One attack generates X marks over Y duration, and if the enemy is not attacked again after the generation ends, the marks disappear. At 100 marks your basic attacks against that enemy deal 100% bonus phyiscal damage.

  • More items that grant the passive = more marks generated = faster critical strikes

  • Item effects that can be made with such a system are :

  • Focus : Your basic attacks start off with 20 marks, and afterwards marks are generated over time

  • IE Passive : remains unchanged

  • Hot blooded : marks do not disappear at once, but diminish over time.

  • Captain : your marks count for allies as well

  • Merciless : enemies generate more marks/ marks faster depending on their missing health

  • Executioner : your killing blows always critically strikes / you gain basic marks (similar to focus) if your enemy is below 10% HP (good for Life Steal).

  • Important to note is that your marks only work for yourself and other's marks only for them; and you have to attack a target at least once before you could ever critically strike(would make Runaan's better) So you can no longer insta-crit someone, except if you're Ashe or have 100 Tactician marks.

  • Other aspects of this system could be : Minions generate marks double as fast, and monsters 25% as fast.

S'all. I hope you like it.

(Just read it ... is complicated so here's an example :)
I attack Twitch, Twitch generates 8 marks over 3 seconds as a debuff (he can see it, you can if you click on him). If I do not attack him for ,say, 2 seconds after the generation ends, his marks disappear. If Twitch has 100 marks I critically strike.

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