It's a wall of text on tests, suppositions and directions they want to go. It can make for an interesting read but it gives nothing.
It's like politic talk: "we want to blah blah increase the economy blah blah blah prevent snowballing blah blah blah" and then season 3 Black Cleaver happens. It'll be interesting once we get real actual changes on the PBE
It's like politic talk: "we want to blah blah increase the economy blah blah blah prevent snowballing blah blah blah" and then season 3 Black Cleaver happens. It'll be interesting once we get real actual changes on the PBE

Riot wants you yo be able to calculate exactly how much damage ypu can take or deal, and crit is a factor that is based on luck, just like dodge was, and therefore they want to remove it. I'm not saying I approve (I really liked dodge as well) but that's how they're thinking.
Didn't they say like some months ago that crit is a healthy systam because of the big numbers it gives? Lol...
But the problem is, how to replace crit without gimping carries and making other roles stronger? I once presented an idea to just make it a flat out damage increase, but I don't think that would be easily balanceable, especially because of how assassins could use it.
Maybe make it so that AD Casters have more value by getting AD and AD Carries getting more about damage increase. I think that is possible because the damage of the one side is dealt through attack speed and the other through cooldowns.
One item for this could be an item that increases the increased damage every basic attack you do on your enemy, similar to
Sanguine Blade.
Infinity Edge
80 AD, 25% increase of damage on basic attacks
Unique Passive: Every basic attack you do increases your damage on basic attacks by 5%, stacking up to 5 times. This has a 2 second duration. This damage increase isn't affected by the damage cap of 100%.
Judgment
Now no longer is affected by Crit/Damage increase
AD ratio increased to 0.7/0.9/1.1/1.3/1.5 per second.
Base Damage reduced to 20/35/50/65/80 per second.
Decisive Strike
Now no longer is affected by Crit/Damage Increase
AD ratio increased to 1.4/1.5/1.6/1.7/1.8
Base damage reduced to 30/45/60/75/90
Or this funny change:
Judgment
Now no longer is affected by Crit/Damage increase
AD ratio increased to 0.9/1.25/1.6/1.95/2.3 per second.
Base Damage removed.
Decisive Strike
Now no longer is affected by Crit/Damage Increase
AD ratio increased to 1.7/1.95/2.2/2.45/2.7
Base damage removed.
(I don't know why something like that wasn't made in the first place, if Garen goes AD, he is an AD caster, not someone who uses crit lol. Basically, what this change means, if you get more than 100 AD, you deal more damage)
Also, a change which would I like: Life steal now affects physical damage abilities by 1/3. Physical damage abilities are no longer affected by spell vamp.
BTW: Talking about unneccesary base damages
Demacian Justice
Base damage removed
Now deals 1 magic damage for 3/2.5/2 health his opponent is missing. (33.33/40/50%)
OR
Demacian Justice
Base damage removed
Now deals 1 true damage per 4/3.5/3 health his opponent is missing. (25/28.57/33.33%)
This way, easy counterplay are heals and shields, so it can be true damage.
But the problem is, how to replace crit without gimping carries and making other roles stronger? I once presented an idea to just make it a flat out damage increase, but I don't think that would be easily balanceable, especially because of how assassins could use it.
Maybe make it so that AD Casters have more value by getting AD and AD Carries getting more about damage increase. I think that is possible because the damage of the one side is dealt through attack speed and the other through cooldowns.
One item for this could be an item that increases the increased damage every basic attack you do on your enemy, similar to


80 AD, 25% increase of damage on basic attacks
Unique Passive: Every basic attack you do increases your damage on basic attacks by 5%, stacking up to 5 times. This has a 2 second duration. This damage increase isn't affected by the damage cap of 100%.

Now no longer is affected by Crit/Damage increase
AD ratio increased to 0.7/0.9/1.1/1.3/1.5 per second.
Base Damage reduced to 20/35/50/65/80 per second.

Now no longer is affected by Crit/Damage Increase
AD ratio increased to 1.4/1.5/1.6/1.7/1.8
Base damage reduced to 30/45/60/75/90
Or this funny change:

Now no longer is affected by Crit/Damage increase
AD ratio increased to 0.9/1.25/1.6/1.95/2.3 per second.
Base Damage removed.

Now no longer is affected by Crit/Damage Increase
AD ratio increased to 1.7/1.95/2.2/2.45/2.7
Base damage removed.
(I don't know why something like that wasn't made in the first place, if Garen goes AD, he is an AD caster, not someone who uses crit lol. Basically, what this change means, if you get more than 100 AD, you deal more damage)
Also, a change which would I like: Life steal now affects physical damage abilities by 1/3. Physical damage abilities are no longer affected by spell vamp.
BTW: Talking about unneccesary base damages

Base damage removed
Now deals 1 magic damage for 3/2.5/2 health his opponent is missing. (33.33/40/50%)
OR

Base damage removed
Now deals 1 true damage per 4/3.5/3 health his opponent is missing. (25/28.57/33.33%)
This way, easy counterplay are heals and shields, so it can be true damage.

NicknameMy wrote:
But the problem is, how to replace crit without gimping carries and making other roles stronger? I once presented an idea to just make it a flat out damage increase, but I don't think that would be easily balanceable, especially because of how assassins could use it.
Nerf it slightly and change it to "% dmg increase on AA, caps at 100%". Just like they did with dodge and


Yeah, but you have to be carefull again that assassins don't abuse this to instagib anyone. Thinking about Zed or Kha here, they could abuse this.
Also, don't forget our lovely GP, he can abuse that aswell, especially in lane, as his increased harass is no longer random.
Also, don't forget our lovely GP, he can abuse that aswell, especially in lane, as his increased harass is no longer random.

NicknameMy wrote:
Yeah, but you have to be carefull again that assassins don't abuse this to instagib anyone. Thinking about Zed or Kha here, they could abuse this.
Also, don't forget our lovely GP, he can abuse that aswell, especially in lane, as his increased harass is no longer random.
Also, don't forget our lovely GP, he can abuse that aswell, especially in lane, as his increased harass is no longer random.
Mathematically it makes no difference, and the slightly higher damage consistently is a lot better than having a random 200% damage spike decide the outcome of something. If you engage say, GP, and he gets a random crit on Q, then he wins. The problem with this is that you have no way of knowing, thus you can't make plays based on it. The opponent might have thought "I should have more damage than GP here, so I should win the engage." and the random crit completely throws that tactic out the window.
Late-game, if an adc happens to walk up to you whilst sieging, hits one AA, and if that one happens to crit, then it might cost you the tower altogether.

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