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Should the Critical Hit Items be Reworked?

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Forum » General Discussion » Should the Critical Hit Items be Reworked? 28 posts - page 2 of 3
Permalink | Quote | +Rep by HiFromBuddha » September 27, 2013 6:47pm | Report
Sorry, I was on my phone, so I didn't want to type much.

I feel like overspecialised items are good. If you want something, then you get that exact something. If you want to do more damage as a mage, then you get Rod of Tahuti or a Bancroft's Talon. As you said, if you want Crit chance, you get a Deathbringer or Rage.

However, if we had a variety of weapons that provided low crit chance, then every AD build would be full of crit chance, with a lack of anything else, as after all, crit chance greatly increases damage.

Just one side note I would like to mention however. ADCs scale well into late game, because all of their stats scale with each other. Crit chance, physical power and attack speed all need eachother to function well/better.

Deathbringer and Rage are built everywhere for good reason. They increase your DPS by a large amount. If you reworked these items, then you would be weakening carries as a whole, because they are so reliant on these items to the extent that we recognise carries from these items. And that's not a bad thing.

Also, one of your arguments is that crit chance scales poorly past 50%. So then... Why do you suggest a wider variety of crit items? Even if you rework those items, people probably still won't buy any other items, but instead build carries a completely different route altogether. I feel like without the Deathbringer passive, people will ignore crit chance (not completely ignore), and focus more on damage.

Yes, this is definitely a completely unorganised post full of counter-arguments, but cut me some slack, I just woke up.
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Permalink | Quote | +Rep by Subzero008 » September 27, 2013 7:15pm | Report
Heh, I am experiencing the opposite problem; I am getting tired.

Anyway, what I meant with a wider variety is this:

Let's say there are two crit items with 30%, and both are commonly used. That leaves 20% to fill up. Let's say there are four 20% crit items, two of which apply a universally useful status effect, one which simply increases damage, and one which has a situational debuff. As long as the damage upgrade isn't too high, the first three items are equally viable, and with moderate crit chances, it won't force ADCs to pick multiple crit items to be effective. Just because there is a wider variety doesn't mean people have to select more crit items.

As for your* fears of nerfing ADCs: No, my point is that you should decrease damage while increasing their power in other ways. You don't have to inflict damage to be deadly in combat: a 0-power effect that gives a 25% slow might be deadlier than one that gives 50 power.

*Most of the thread, apparently

I hope this answers most of your questions.

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Permalink | Quote | +Rep by HiFromBuddha » September 27, 2013 7:17pm | Report
Subzero008 wrote:

Heh, I am experiencing the opposite problem; I am getting tired.

Anyway, what I meant with a wider variety is this:

Let's say there are two crit items with 30%, and both are commonly used. That leaves 20% to fill up. Let's say there are four 20% crit items, two of which apply a universally useful status effect, one which simply increases damage, and one which has a situational debuff. As long as the damage upgrade isn't too high, the first three items are equally viable, and with moderate crit chances, it won't force ADCs to pick multiple crit items to be effective. Just because there is a wider variety doesn't mean people have to select more crit items.

As for your* fears of nerfing ADCs: No, my point is that you should decrease damage while increasing their power in other ways. You don't have to inflict damage to be deadly in combat: a 0-power effect that gives a 25% slow might be deadlier than one that gives 50 power.

*Most of the thread, apparently

I hope this answers most of your questions.


I never had any questions.
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Permalink | Quote | +Rep by Subzero008 » September 27, 2013 9:26pm | Report
Typed from phone; Oops, must have had a brain fart. -_-

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Permalink | Quote | +Rep by Pizzarugi » September 28, 2013 2:02am | Report
Being someone who rolls Loki all the time, nerfing deathbringer and/or rage would destroy lots of viable Loki builds. Loki relies on heavy burst damage, so killing crits would be a huge impact for Loki players, and in a very bad way.

Loki is just an example of course. Carries would be hurt just as severely as assassins. And maybe warriors, to an extent.
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Permalink | Quote | +Rep by Subzero008 » September 28, 2013 2:51am | Report
Pizzarugi, if gods could cripple enemies or silence them with critical hits, would that solve the problem? Less DPS, but still just as deadly in a fight, and added utility in teamfights.

I suppose I could start bouncing item ideas here. Would an item that gave crippling crits for 1 sec be overpowered? How about an item that slows attack speed by...20%?

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Permalink | Quote | +Rep by HiFromBuddha » September 28, 2013 5:33am | Report
Subzero008 wrote:

Pizzarugi, if gods could cripple enemies or silence them with critical hits, would that solve the problem? Less DPS, but still just as deadly in a fight, and added utility in teamfights.

I suppose I could start bouncing item ideas here. Would an item that gave crippling crits for 1 sec be overpowered? How about an item that slows attack speed by...20%?


The role of an assassin is to flank a fight and burst down the squishies in the back line. Is giving them utility as opposed to damage going to help them do this?
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Permalink | Quote | +Rep by Subzero008 » September 28, 2013 5:54am | Report
Bluntly, yes. Yes, it will. In my experience, the problem with assassinating is how sometimes, it takes too long to kill someone, then the entire enemy team turns around and smites your ***.

Effects like silencing and slows would help kill something quicker, especially if the target has a heal, self-buff, or something like that. And don't forget, it isn't all utility. There could be defense reduction, health-based damage*, etc.

*Maybe like if the target is at <50% health, inflicts more damage or something, or gains 10% defense pierce, etc.

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Permalink | Quote | +Rep by ICEN » September 28, 2013 10:26am | Report
Crit is crit the end. Mages can **** on people who use crit and crit can **** on mages.

Seems balanced to me.
I can ****ty on anubis and anubis can ****ty on me just as fast.

And by the way crit are either melee ranged attacks or aimed long range attacks.

At least mages can just spam a AOE and drop half your hp.

If you really want to say something is bad its not the crit.

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Permalink | Quote | +Rep by Subzero008 » September 28, 2013 11:03am | Report
Sub stared at ICEn's response, confused.

He looked at the mess of grammar, and muttered to himself, "I'm so sick of bad writing. I get enough of that already."

After some contemplation, he began to wonder just what was the point of ICEN's post. He said, "Aha!" as he read the last, and only sensible statement.

Sub snorted. After all, crits held the least variety in item design, and builds were stagnant and uninteresting. He began to type out his reply:

"Sub stared at ICEN's response..."

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