Original Post — Direct link

This isn't meant to be the saviour of marksmen (It could be, but I doubt it). This post is only to suggest an alternative to the current crit system that solves some of the negatives that people in the LoL community point out as a whole. The goal is NOT to give marksmen more (or less) damage.

There are a couple of things bad about crit:

  1. Too unpredictable. If you spend 800 gold on a crit cloak, it gives you 0 value 80% of the time you auto
  2. Unsatisfying. You only get to 75% and then need to build a defensive item, so 1/4 of the time the 9k+ gold you spend on items... just says no
  3. Not fun to play against. Getting hit for double damage in lane vs a champion with low crit chance can feel frustrating

and a couple of things good about crit:

  1. Crit gets better as you buy more crit, so it excludes other classes of champion (Bruisers etc.)
  2. Very simple and easy to understand: Buying 25% crit means that, on average, one in four autos deals double damage to an enemy
  3. Your average damage per attack is consistent, with a large sample of attacks: AD*(1+Crit chance)

A common suggestion is to just make crit into flat bonus damage, but that would mean bruisers and divers could pick up crit for a guaranteed flat damage increase without needing to invest in a crit build. It would mean there would be more "first punch wins", glass cannon builds and wouldn't make the game more fun for anyone, especially not marksmen

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TL; DR

My suggestion is somewhere in between the current system and that suggestion, and is as follows: Basic attacks deal 0-100% bonus damage, averaging at your crit chance%. This will mean that crit almost always gives some value, making it more satisfying, all while retaining all the good things about crit

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The Math

The current system of critical strikes either relies on a random number generator or some sequence. Because a sequence has never been found, it's safe to assume the crit system relies on RNG.

Example of how it probably works: The RNG spits out a value when you basic attack from 0 to 1, if that number is greater than your crit chance as a decimal, you don't crit. If RNG=0.6 and your crit chance is 20%, you don't crit; if RNG=0.15, you would crit

My system is very similar. There are effectively "soft crits" or "hard crits", as opposed to "No crit" or "Crit". As you get more critical strike chance, you get a higher chance of a hard crit and the hard crit has a higher floor of damage

So if you have low crit chance, you have a low chance to hard crit, but you'll likely soft crit instead. So if the RNG gives a value greater than 1 minus critical strike chance, you'll hard crit for Crit chance%-100% bonus damage. If the RNG gives a value less than 1 minus critical strike chance, you'll soft crit for 0%-Crit chance% bonus damage. These both scale linearly on the value the RNG gives (Easy to see in the tables below)

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Tables to visualise the idea:

https://preview.redd.it/587xn9ctujs41.png?width=708&format=png&auto=webp&s=7a744471216726009ec92fc20ef30d87940d3f87

Going from left to right, a player with 100 AD gets crit chance in steps of 20%. The tables show the damage output, given some random number (Shown as Rand().) from 0 to 1. Blue rows are hard crits, orange rows are soft crits and yellow rows could be considered either.

In the current system, blue rows would result in double damage; Orange rows would result in no increase in damage

This next table shows the damage values someone with 20% Crit and 100AD could expect with the current system compared to the system I'm suggesting:

Extra rows have been omitted

As you can see, the basic idea is that you always get some value from crit chance in the form of soft crits, while also scaling and keeping average damage consistent, while also having a consistent late game with hard crits. I think this would improve the QoL of crit users, and hope it can be taken seriously :)

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almost 5 years ago - /u/EndlessPillows - Direct link

Originally posted by Chronopuddy

Crit is fun. League of legends is a game and games should be fun. Thats the point of them. Crits are fun because they are unreliable and can pump out big numbers. Yes there are lows and frustrating moments with crits, and there are highs. Thats what makes it exciting. The lows and the highs. A good example is True Damage IE which was a lot less fun then crit IE.

You have to keep in mind that game design isnt always about consistency and the most competitive experience. A lot of times it will be about fun.

This is a fantastic point. (Edit: The point being that an effect that isn't reliable can be more powerful, and thus more satisfying)

Another to consider is that basic attacks are a very reliable source of damage output. Having a core mechanic that makes fights more unpredictable/unreliable can also be good for competition.

If everyone knew with 100% reliability what an ADCs damage output would be (Especially in high level play), you would never have any reason to take risks, or never get into fights that you would lose (Because you know you lose them 100% of the time).

This variance has value, and critical strike is an intuitive mechanic to achieve that. That doesn't mean league will use crit forever, but we would likely need another mechanic that has similar outputs before we would replace or remove it.

almost 5 years ago - /u/EndlessPillows - Direct link

Originally posted by ILikeSomeStuff482

Having a core mechanic that makes fights more unpredictable/unreliable can also be good for competition.

Variance isn't good for competition if you're looking to find the best player. Variance means the worse player can win more often than they should be able to. It might be entertaining for the audience to watch but if you're strictly trying to determine who is a better player it's worse.

If everyone knew with 100% reliability what an ADCs damage output would be (Especially in high level play), you would never have any reason to take risks, or never get into fights that you would lose (Because you know you lose them 100% of the time).

I also don't agree with this. You're assuming that both get 100% perfect uptime in the fight which we both know never happens. If my AD does X damage and the other does 1.3X damage it wouldn't be lost if my AD fought for 15 seconds and the other one fought for 10.

I agree variance has value, but I don't think the value is in promoting good competition, it's in making every game different and giving memorable situations. People remember that one time they crit in lane to kill a dude with a 1% crit rune, or that fight where the enemy ADC crit them three times in a row with a brawler's glove

There are a lot of skills that you can test of a player to decide who is best. That doesn't mean the game needs to be chess. Seeing how a player adapts to things not going their way, or setting up a scenario to minimize the chance they lose from variance are valuable skill tests.