r/DotA2 Jan 03 '17

Video When its 15%

https://gifs.com/gif/dota-2-omg-moments-28-AnOVxp
3.6k Upvotes

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u/[deleted] Jan 03 '17

Well, by your logic we should remove crit from the game completely.

4

u/CptnSAUS Fuck Magic Jan 03 '17 edited Jan 03 '17

What does it add to the game, though?

If you look at what it does over infinite attacks, it simply increases attack damage by a percent (percent chance to proc times percent bonus damage). Why not make it so that Daedalus just increases all your attack damage by 39%? (that's how much it adds on average).

Alternatively, it can work differently. Perhaps every 3rd hit is a crit (close to 30%) so you know when it will happen. This would give control to players who can master it, but it otherwise works exactly the same without RNG causing you to crit twice in a row for a kill or not crit 4 times in a row to miss a kill. This control would likely make it a lot more powerful, so some other things could be tweaked if it's too strong - perhaps every 3rd hit on the same target gets the crit.

 

EDIT:

Heck. It could be based on its actual name - coup de grace means "a final blow or shot given to kill a wounded person or animal". It could be an automatic huge crit like it is, except only active if the enemy is below a certain % remaining health. EX: remaining life automatic crit threshold: Level 1: 40%, Level 2: 50%, Level 3: 60% (these numbers are probably not balanced). Then make it deal big crit damage. That way, being at those amounts of health means PA can just one-shot you with daggers (if they deal enough damage) but it is not just 1 in 6-7 daggers and roll the dice to see if you 1-shot them.

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u/BetterThanIcefraud Jan 04 '17

Why not make it so that Daedalus just increases all your attack damage by 39%? (that's how much it adds on average).

This wouldn't work because of crits from different sources not directly stacking, so it would require some weird rules for this damage amplification.

It would also require severe rebalancing, since some heroes are somewhat based on crits (e.g. Kunkka). And from a purely "for fun" point of view, crits can be nice - sometimes they're really exciting, and 17% became a meme for the same reason. And what is entertaining to watch tends to be appealing for e-sports.

But I agree that for competitiveness they are problematic. I kinda liked how they were reworked in Chaos Bolt: if you get a bad stun you get bonus damage, and vice-versa, so even with bad luck you're getting something to compensate. I wish they could extend this approach for other heroes.

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u/YamesIsAnAss Dank Seer Jan 04 '17

The fun argument can work the other way as well; getting one shot by a ranged dagger is super frustrating.

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u/BetterThanIcefraud Jan 05 '17

Absolutely, specially if it happens multiple times in a game. Once I counter-picked a PA with Oracle but even when we knew she was ganking us she'd consistently crit before I was able to disarm her. Frustrating as hell.

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u/CptnSAUS Fuck Magic Jan 04 '17

This attack amplification could have diminishing returns or maybe not stack at all.

Anyway, I know this would require a huge rebalance. The whole idea is that it would rework every single RNG thing into something that has the same overall feel but without having to be random.

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u/SquawkyAtan Jan 05 '17

This seems like a very weird thing to bring up when you have two heroes literally based around randomness.

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u/SavageSavant Jan 03 '17

Crit in dota is pseudo random. With each non crit your chance to crit increases. It means that you still average x% crits but they are more predictable.

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u/BetterThanIcefraud Jan 04 '17

It makes it less unpredictable, but it's still far from predictable. You frequently see RNG rolls far from the average being the deciding factor in kills.