User blog:Zilla4444/Less Randomness: Critchance/Critdamage; Wriggles;...Remake

=Less Randomness: Critchance/Critdamage; Wriggles;...Remake=

At the moment we have some mechanics in the League, which depend on non-skill factors (technical: Lag; personal: Luck), these factors influence the outcome of a battle in many times and cause a lot of frustration and are mainly antifun (for the ones, who suffer from injustice), while Riot works on the technical problem to improve the game experience, the second, personal factor (Luck) leads in some extreme cases, but also in many small cases to not deserved results (either good ones, or bad ones).

How does the Critical Strike Mechanic work?
The Attacking unit (champion or jungle monster) criticaly strikes an enemy unit for:

100% of base attack damage + 100% from standard crit bonusdamage

+ bonus crit damage from infinity edge (50%, if u have it; 0% if u dont have it)

+ bonus crit damage from runes (from 0% till 45.51%)

+ bonus crit damage from masteries (10%, if u have put points in lethality)

= from standard crit attack (200%) till max crit attack (305.51%)

with the chance of 0%-100%.

While this mechanic might sound balanced, due to the modifiers it actually applies only in long stretched fights, where u are able to attack often. But a usual fight/gank/teamfight in the current meta lasts only several seconds, hence u (or ur carry) are not able to attack often, and will either crit more and deal more damage then u actually should, or u will crit less and deal less damage.

In high elo games and competetive play it is from utter importance to calculate ur chances to win, as properly as possible, with the current randomness it is fairly difficult to make a proper calculation, hence 1-2 lucky crits or 1-2 missing crits can change the outcome of the battle by far.

Why did Riot implent such a antifun mechanic?
LoL is based on DotA, while DotA by itself is base on WC3. In WC3, which is a strategic game, the units have quite much health and the battles are stretched out for very long, so units with critchance will apply crits equivalent to their critchance.

The crit mechanic was implented in DotA, so that DPS-heros would have a strong lategame for exchange of a weak early game, without critchance this would have been very difficult to achive, on the other hand this mechanic was not perfect for DotA, cause in DotA (equivalent to LoL) the heros and units had much less health and the fights were much much shorter (in comprihanson to WC3).

LoL copied this mechanic from Dota and copied by this the problem, too (before the fusion with RiotGames). While LoL leaving other mechanics, like the chance-based stun upon autoattack, behind. Riot removed during the past years many antifun mechanics (e.g.: manaburn), while leaving the crit-mechanic the way it is.

Why has Riot not changed the Mechanic yet?
They haven't found another mechanic (maybe they haven't searched), which could replace the current one.

Suggestion
(will come at ~16:00 at middle european time, sry have something else to do)