Thread:Willbachbakal/@comment-1920550-20150512100119/@comment-1330314-20150515230426

I might be biased on this, since I really hate randomness in PvP games with a fiery passion (even in not-so-serious games like Team Fortress 2), but I think the main issue with crit in League is that it can turn the tables of a fight without any real gameplay behind the change. A fight that should have, by all rights, been one by one champion may have been lost just because the other player got lucky, and I don't think that's the best thing to have out there, especially since gameplay is meant to be about good plays, outplays and calculations, and therefore heavily player-dependent input. I also feel RNG is a lazy mechanic to have in modern games: back in the days of pen-and-paper RPGs, randomness was essential because otherwise there would be zero variety to gameplay, and the outcome of any game would be too predictable right from the start. Video games, on the other hand, can create much more nuanced gameplay, and sustain tons of mechanics that would be impossible to simulate on a tabletop game, so in most cases RNG is either a relic implemented in a video game for the sake of retro nostalgia, or a lazy way of simulating gameplay when there isn't any real interaction. Crit is usually both, and I think there's definitely a way out there of making it truly interactive and run without resorting to randomness.

Regarding the idea of a confusion-type mechanic, I worked on a kit with PrimusMobileVzla around the idea of being able to make a champion attack their allies, but I agree that forcing an opponent to attack their allies might not be entirely worth it. The biggest problem is that the only champion worth using that on would be the marksman, since no other class would be able to reliably deal significant amounts of autoattack damage, and there would be no real means of making the enemy player use spells on their own allies without manually forcing them to cast them, which is where that gets closer to the kit we worked on. Basically, the only real means of making a player attack their own team would be to take control of them, and that would be an effect so complex it would likely be the defining ultimate on a champion.