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[Patch 4.10] Nidalee/Skarner Rework General Discussion - P…

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Gahlo
Profile Joined February 2010
United States35165 Posts
June 20 2014 21:23 GMT
#561
On June 21 2014 06:14 clickrush wrote:
Show nested quote +
On June 21 2014 05:49 Goumindong wrote:
Morello has said some things about critical hits

http://community.na.leagueoflegends.com/en/c/live-gameplay/hbEj1jWi-can-we-finally-phase-crits-rngesus-out-of-the-game?comment=002f00000000

For us, we are looking at crit itemization overall, and really care about the meaning of "Crit", if it should be there, and how to fix the early game problems. If we DIDN'T remove crit, we'd do something like:

Remove crit runes
Make a "minimum crit" of 15-20%
Keep crit almost entirely/entirely out-of-lane.
Make crit have its own "feel" as a build (on-crit effects, etc)

We still want to think about if we want crit, some of it is satisfaction (it feels "good" and allows us to create feedback loops) and history, so to remove it, I feel we'd need a good replacement for it. Some of the "on X hits" ideas you use are one direction I could see.


The "on x hits" thing is pretty dumb.


well that is exactly what crit is. now they could just flatten it out and remove the luck part. another option would be to get crit only on specific situations but there is no easy answer to that one.

Crit is already flattened out.
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
June 20 2014 21:24 GMT
#562
On June 21 2014 06:23 Gahlo wrote:
Show nested quote +
On June 21 2014 06:14 clickrush wrote:
On June 21 2014 05:49 Goumindong wrote:
Morello has said some things about critical hits

http://community.na.leagueoflegends.com/en/c/live-gameplay/hbEj1jWi-can-we-finally-phase-crits-rngesus-out-of-the-game?comment=002f00000000

For us, we are looking at crit itemization overall, and really care about the meaning of "Crit", if it should be there, and how to fix the early game problems. If we DIDN'T remove crit, we'd do something like:

Remove crit runes
Make a "minimum crit" of 15-20%
Keep crit almost entirely/entirely out-of-lane.
Make crit have its own "feel" as a build (on-crit effects, etc)

We still want to think about if we want crit, some of it is satisfaction (it feels "good" and allows us to create feedback loops) and history, so to remove it, I feel we'd need a good replacement for it. Some of the "on X hits" ideas you use are one direction I could see.


The "on x hits" thing is pretty dumb.


well that is exactly what crit is. now they could just flatten it out and remove the luck part. another option would be to get crit only on specific situations but there is no easy answer to that one.

Crit is already flattened out.

everyone knows that but its still pseudo random. it sometimes happens and sometimes doesnt and you have no influence on it at all.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
Gahlo
Profile Joined February 2010
United States35165 Posts
June 20 2014 21:29 GMT
#563
On June 21 2014 06:24 clickrush wrote:
Show nested quote +
On June 21 2014 06:23 Gahlo wrote:
On June 21 2014 06:14 clickrush wrote:
On June 21 2014 05:49 Goumindong wrote:
Morello has said some things about critical hits

http://community.na.leagueoflegends.com/en/c/live-gameplay/hbEj1jWi-can-we-finally-phase-crits-rngesus-out-of-the-game?comment=002f00000000

For us, we are looking at crit itemization overall, and really care about the meaning of "Crit", if it should be there, and how to fix the early game problems. If we DIDN'T remove crit, we'd do something like:

Remove crit runes
Make a "minimum crit" of 15-20%
Keep crit almost entirely/entirely out-of-lane.
Make crit have its own "feel" as a build (on-crit effects, etc)

We still want to think about if we want crit, some of it is satisfaction (it feels "good" and allows us to create feedback loops) and history, so to remove it, I feel we'd need a good replacement for it. Some of the "on X hits" ideas you use are one direction I could see.


The "on x hits" thing is pretty dumb.


well that is exactly what crit is. now they could just flatten it out and remove the luck part. another option would be to get crit only on specific situations but there is no easy answer to that one.

Crit is already flattened out.

everyone knows that but its still pseudo random. it sometimes happens and sometimes doesnt and you have no influence on it at all.

So then what do you want, crit turned into a generic "+X% auto attack damage" stat?
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
June 20 2014 21:47 GMT
#564
On June 21 2014 05:48 Alaric wrote:
I just received a mail asking me to change my account's password on LoL, claiming that I asked for it. Did anyone else receive that? I think Scip mentioned it?

No, I got a notification to verify my email, not to change acc name/password.
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
Uldridge
Profile Blog Joined January 2011
Belgium4985 Posts
June 20 2014 21:56 GMT
#565
I think crits are actually necessary for adc's to be relevant against lategame meatshields or they just won't cut through them.
Taxes are for Terrans
Frolossus
Profile Joined February 2010
United States4779 Posts
June 20 2014 21:57 GMT
#566
On June 21 2014 06:56 Uldridge wrote:
I think crits are actually necessary for adc's to be relevant against lategame meatshields or they just won't cut through them.

i agree with this the difference between IE/lw/pd and BT/lw/pd is pretty significant against tanks until you can finish your 4th damage item
arb
Profile Blog Joined April 2008
Noobville17921 Posts
June 20 2014 21:58 GMT
#567
On June 21 2014 04:35 Goumindong wrote:
Looking at Rageblade again i feel like it could be powerful on Udry and Teemo if you're willing to keep stacks up.

Champion abilities, even passive abilities(like move quick) build Rageblade stacks. So udyr whose entire kite has a 6 second CD and a handful of AP ratios is a really good candidate for this kind of item.

Teemo with BotRK, Ragebade+ tank would be one hell of a tough nut to crack, and do a lot of damage

Please do not build rageblade on Udyr.
Ever.
Artillery spawned from the forges of Hell
cLutZ
Profile Joined November 2010
United States19574 Posts
June 20 2014 22:02 GMT
#568
On June 21 2014 06:56 Uldridge wrote:
I think crits are actually necessary for adc's to be relevant against lategame meatshields or they just won't cut through them.


So true, how much more AD would IE need to have for it to have equivalent power at 3 and 4 item timings? 200? 300? Would you change its passive to something like +25%-+40% bonus AD.
Freeeeeeedom
Prog
Profile Joined December 2009
United Kingdom1470 Posts
June 20 2014 22:07 GMT
#569
I personally think that the luck nature of crits is not bad at all. In fact, i really like that luck can turn situations. It gets one emotionally involved in situations that would otherwise be very bland.
Goumindong
Profile Joined February 2013
United States3529 Posts
June 20 2014 22:08 GMT
#570
On June 21 2014 06:14 clickrush wrote:
Show nested quote +
On June 21 2014 05:49 Goumindong wrote:
Morello has said some things about critical hits

http://community.na.leagueoflegends.com/en/c/live-gameplay/hbEj1jWi-can-we-finally-phase-crits-rngesus-out-of-the-game?comment=002f00000000

For us, we are looking at crit itemization overall, and really care about the meaning of "Crit", if it should be there, and how to fix the early game problems. If we DIDN'T remove crit, we'd do something like:

Remove crit runes
Make a "minimum crit" of 15-20%
Keep crit almost entirely/entirely out-of-lane.
Make crit have its own "feel" as a build (on-crit effects, etc)

We still want to think about if we want crit, some of it is satisfaction (it feels "good" and allows us to create feedback loops) and history, so to remove it, I feel we'd need a good replacement for it. Some of the "on X hits" ideas you use are one direction I could see.


The "on x hits" thing is pretty dumb.


well that is exactly what crit is. now they could just flatten it out and remove the luck part. another option would be to get crit only on specific situations but there is no easy answer to that one.

edit: also riot is confused about what a feedback loop is. critical strike is not a feedback loop, it's a randomly distributed stimulation. it doesnt give feedback about anything and its certainly not a loop. crit is one of those rpg-like relics which adds only noise to the game and no depth at all.


That isn't what crit is. You cannot charge it even of you can increase likelihood. Charging crit would be bad every champion should not have caits headshot mechanic and good Christ cait should not get it twice.

When Morello is talking about a feedback loop he is talking about the loop involved in the visual "I got a crit" stimulus leading to "I will buy crit" leading to "yea more crits". This type of feedback loop is an effective way to get people to buy efficient items. And crit is very strong as a second/third item for ADs.

And yes simply having crit multiply auto attack damage would be a great improvement over the current state of affairs.

Goumindong
Profile Joined February 2013
United States3529 Posts
Last Edited: 2014-06-20 22:34:24
June 20 2014 22:13 GMT
#571
On June 21 2014 07:02 cLutZ wrote:
Show nested quote +
On June 21 2014 06:56 Uldridge wrote:
I think crits are actually necessary for adc's to be relevant against lategame meatshields or they just won't cut through them.


So true, how much more AD would IE need to have for it to have equivalent power at 3 and 4 item timings? 200? 300? Would you change its passive to something like +25%-+40% bonus AD.


Nope. You change crit to "weapon efficiency" which increases your auto attack damage by the multiplier. IE would be a multiplier on all of that purchased stats by 1.5.

So if you have 50% crit and IE you would have .5 x 1.5 = .75 additional weapon efficiency. Which is precisely the expected damage currently with 50% crit and IE. And is for any crit value.

edit: To see this, just look at the math

Final Expected Damage = Base * (Crit * Crit Multiplier + (1-crit)*1)


Final Expected Damage = Base * (Crit * (1+1+addl crit mod) + (1-crit)*1)


Final Expected Damage = Base * (Crit * (1+addl crit mod) + 1)


Final Expected Damage = Base * (1+ Crit * (1+addl crit mod))

So IE's cirt damage mod is directly equivalent in terms of expected DPS to increasing all purchased crit by 50% (not capped by the traditional 100% cap). The effect is exactly like deathcap except for crit value instead of AP
cLutZ
Profile Joined November 2010
United States19574 Posts
Last Edited: 2014-06-20 22:35:45
June 20 2014 22:30 GMT
#572
Doesn't that significantly increase IE's single item power?

Edit, nvm that it seems good.
Freeeeeeedom
Gorsameth
Profile Joined April 2010
Netherlands22008 Posts
June 20 2014 22:37 GMT
#573
On June 21 2014 07:30 cLutZ wrote:
Doesn't that significantly increase IE's single item power?

Yes and No, Overall your damage will not change however by removing the RNG your burst will increase more since with just an IE its very much possible to not see a single crit in a short engage.
It ignores such insignificant forces as time, entropy, and death
Goumindong
Profile Joined February 2013
United States3529 Posts
June 20 2014 22:37 GMT
#574
On June 21 2014 07:30 cLutZ wrote:
Doesn't that significantly increase IE's single item power?


Nope. If anything its a reduction because randomness is exploitable by those who initiate it* (usually) but that might be a wash due to easier last hitting. All it does is make Infinity Edge's damage per hit constant at its expected damage per hit.

*Its the standard effect when you have a handful of crit runes in lane and get that lucky crit on the enemy during a trade, and so can use the fact that you crit to bully the enemy out of lane since they can no longer fight you.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2014-06-20 22:42:54
June 20 2014 22:42 GMT
#575
I would absolutely hate to play a league with crit taken out. they've already removed enough things that aid comebacks and playing from behind. lets not get rid of any that are left.

On June 21 2014 07:07 Prog wrote:
I personally think that the luck nature of crits is not bad at all. In fact, i really like that luck can turn situations. It gets one emotionally involved in situations that would otherwise be very bland.


Exactly, without the "noise" a game is just, whatever team is better. just run a simulation if you need that.
Goumindong
Profile Joined February 2013
United States3529 Posts
June 20 2014 22:44 GMT
#576
On June 21 2014 07:37 Gorsameth wrote:
Show nested quote +
On June 21 2014 07:30 cLutZ wrote:
Doesn't that significantly increase IE's single item power?

Yes and No, Overall your damage will not change however by removing the RNG your burst will increase more since with just an IE its very much possible to not see a single crit in a short engage.


Your burst neither increases not decreases, its simply less variable. Less variability is a good thing

Note that for AD's variable burst can be an advantage. The problem is that the execution of this variable advantage sucks and has no counter play.

Basically suppose we are fighting short engages, poking, prodding, attacking whatever. And inbetween we heal off of creeps and items and pots etc. For the first attack of any engage there is a 25% chance that the guy with the IE crits. If he crits, he can immediately choose to continue to engage(drop the rest of his burst combo/chase/whatever) because the likelihood that you will get a crit to compare to his is the same as you getting another cirt. In this scenario, the ability to choose when he will execute his burst to combine with the critical strike means that his effective burst is higher with the random crit.

This is what doublelift is discussing when he was complaining about IE first items and its precisely the same reason that the Phage slow proc was taken out of the game; the guy who gets the RNG first wins because they can immediately choose to prosecute the fight.

Goumindong
Profile Joined February 2013
United States3529 Posts
June 20 2014 22:45 GMT
#577
On June 21 2014 07:42 PrinceXizor wrote:
I would absolutely hate to play a league with crit taken out. they've already removed enough things that aid comebacks and playing from behind. lets not get rid of any that are left.

Show nested quote +
On June 21 2014 07:07 Prog wrote:
I personally think that the luck nature of crits is not bad at all. In fact, i really like that luck can turn situations. It gets one emotionally involved in situations that would otherwise be very bland.


Exactly, without the "noise" a game is just, whatever team is better. just run a simulation if you need that.


Yea, god forbid the better team win.

They removed dodge as a stat for the same reason

they removed phage procs as an effect for the same reason.

They should remove crit for the same reason
Gahlo
Profile Joined February 2010
United States35165 Posts
June 20 2014 22:47 GMT
#578
On June 21 2014 07:44 Goumindong wrote:
Show nested quote +
On June 21 2014 07:37 Gorsameth wrote:
On June 21 2014 07:30 cLutZ wrote:
Doesn't that significantly increase IE's single item power?

Yes and No, Overall your damage will not change however by removing the RNG your burst will increase more since with just an IE its very much possible to not see a single crit in a short engage.


Your burst neither increases not decreases, its simply less variable. Less variability is a good thing

Note that for AD's variable burst can be an advantage. The problem is that the execution of this variable advantage sucks and has no counter play.

Basically suppose we are fighting short engages, poking, prodding, attacking whatever. And inbetween we heal off of creeps and items and pots etc. For the first attack of any engage there is a 25% chance that the guy with the IE crits. If he crits, he can immediately choose to continue to engage(drop the rest of his burst combo/chase/whatever) because the likelihood that you will get a crit to compare to his is the same as you getting another cirt. In this scenario, the ability to choose when he will execute his burst to combine with the critical strike means that his effective burst is higher with the random crit.

This is what doublelift is discussing when he was complaining about IE first items and its precisely the same reason that the Phage slow proc was taken out of the game; the guy who gets the RNG first wins because they can immediately choose to prosecute the fight.


Aram, no levels, no items, no abilities. All champions are generic gray blobs with the same stats.

Bam, League balanced because no variability.

IE doesn't force you to stay in the fight, Phage did.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2014-06-20 22:52:24
June 20 2014 22:48 GMT
#579
On June 21 2014 07:45 Goumindong wrote:

Yea, god forbid the better team win.

They removed dodge as a stat for the same reason

they removed phage procs as an effect for the same reason.

They should remove crit for the same reason

Yeah because everyone wants the better team to win always. this way we don't need to turn on LCS we can just look at the teams and know who will win.

the better team winning a significant percentage is good and desired, the better team winning always. thats not something fun to watch and its not something that should be available to solo queue style games. if the better team always wins, then who wins or loses is entirely decided by the matchmaking and not by the players.

there is a reason people use statistics to balance games and analyze sports and adjust rules, and not math. because math has an answer if there is an answer, there isn't a game. just an equation. don't make league an equation.
cLutZ
Profile Joined November 2010
United States19574 Posts
June 20 2014 22:49 GMT
#580
Uhhg, they really need to give Phage more build paths.
Freeeeeeedom
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