Suggestion to the removal the RNG of crit.

DISCLAIMER: English isn't my main language, so I'm sorry for any grammatical errors :(

So I've been playing some Gangplank lately and one thing I've noticed is how unbalanced crit actually is. Eigther you get lucky and almost oneshot their adc or you get unlucky and almost deal no damage. The key word here is LUCK. Honestly, a stat like crit that is chance based shouldn't be in a game where you don't fire off a lot shots. F.ex. it works fine in a game like World of Warcraft or Borderlands where you shoot like a madman causing the end result to reflect your crit-chance. The sample size in those games are large enough to give you the end result of 20 % crit chance = 20 % increased damage. But in a game like League of Legends your sample-size is so much smaller making it more luckbased. F.ex. you can end up with 2 crits in a row with 1 % crit chance or end up with 5 crits in a row with only 20 % crit chance. Instead of giving the 20 % damage increase that the 20 % crit should give, you end up with 500 % dmg increase. You can also end up with 5 hits in a row without any crits at all.

So now to the actual suggestion: We've seen that Ashe has a system that works quite fine completely removing the RNG of the crit stat. This could be implemented on every champion by making your AA's hits for a percentage additional dmg based on your crit chance.

F.ex. 20 % crit chance would make your AA's hit for 20 % additional damage.

Note: It shouldn't increase your total AD since this would make champs whose abilities scale on AD quite OP.

TL:DR Make your AA's hit for 20 % additional damage if you have 20 % crit chance instead of having the RNG system of crit that we have now.

Posted Sep 16, 2015, 8:10 AM UTC

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