RNG and Crits
So what if, instead of items adding crit chance, they added crit damage? So like instead of having 10% crit chance, you got 100% crit chance, but those crits did 110% damage instead of 200%? So by buying more crit items, you are buying increased crit damage. Would take out a lot of randomness, especially in the early game. Numbers would have to be balanced, of course, but as a concept, what do ya'll think?