Talk:V1.0.0.129/@comment-89.69.235.213-20111115113031/@comment-75.182.13.150-20111118182013

Perhaps they are removing dodge from the game because it has no real counter in the game, and as an E-sport there must be balance. Some people like to go off at the mouth suggesting that crits are the counter to dodge. The only sense I can make of crit versus dodge is as follows: a crit is a double damage (or more with infinity edge, runes, masteries, blah) version of what would otherwise still be damage dealt. so rather than 200 suddenly you hit for 400, with a random yet given % chance. dodge, however, is an absolute reduction of damage inflicted to 0. rather than taking 200 damage instead of 400 after a random yet given % chance, you take no damage instead of 400. So from this information perhaps it is apples to oranges to say that crits and dodge counter balance one another. Also, say you have 200 health left until death. Whether you take 200 or 400 damage (a crit) you will die. Yet with dodge, incoming damage could be 1 billion yet it was dodged so none is taken. Armor seems to more reliably counter the logic of critical hits. with 50% damage reduction a hit of 400 becomes 200 just like how with crit an attack of 200 may become 400. I think a more appropriate counter to dodge would be some sort of proc damage like "with item X equipped your attacks have a 40% chance to deal bonus 1000 true damage". What do others say?