Critcal Strike isnt a chance at 100 percent crit chance.
Okay so back in season 1 or 2 life steal was running rampant and every ad champion would stack up as much LS (3 or 4 BT's} as possible so that fighting was just a matter of out sustaining your opponent. There were major game play issues that this caused and the developers deemed lifesteal a stat worth making unique or far more difficult to stack. I feel like Crit chance and crit damage is the current equivalent underlying flaw in the abysmal item path for every ADC excluding Vayne and Corki. How can you compete with an ADC with 3 items who is clearly only buying for the absolute maximum damage output when you are behind in money and they have around 100 percent chance to crit on every attack? The Itemacolpyse was done in order to make AP items specifically more role fulfilling and situationally beneficial. I know riot is planning on adjusting and revamping the AD items, I just had an idea on one way of changing the items in order to provide a richer competitive base of build paths in the bottom lane for ADC's. Before I mention my idea let's look at what crit chance options there are.
Right now there are 5 major crit strike items on the rift. Infinity Edge: 20 % crit chance plus the UNIQUE passive which makes crits do 250% damage instead of 200%. Trinity Force: 10 % crit chance Phantom Dancer: 35 % crit chance Youmuu's Ghostblade: 15% crit chance Statikk Shiv: 20% crit chance
You can get anywhere from 10 % to 20 % from runes as well.
Barring the ADC's that you can clearly get better results from buying BOTRK and Trinity Force on; almost every ADC is going to choose to buy Infinity edge and then a static shiv to give them maximum damage potential. With just those 2 items the ADC sees a noticeable damage increase especially when his auto attacks are lucky enough to crit with the 40 % chance you have invested in. Purchase a Phantom dancer and that crit chance soars to 75 % with only 3 items. 75 out of 100 autos will critically strike at that rate. Also every single one of those crits will do an extra 50% damage because of IO's unique passive. What other build path offers that kind of damage output? There are none. This solidifies IO and SS as core ADC items for EVERY build. Isnt the point of crit chance to be an unreliable chance to do a significant ammount of EXTRA damage? Criting should be a lucky break. Players should not be able to rely on criting with nearly every auto attack. With a 75% chance with just 3 items the chances of critically striking has become securely reliable which in my opinion renders the stat literally invaluable.
Through different discussions with friends and several long time league players I think that every Crit chance item should be less than a 10% increase up to a maximum of 30% passive crit chance increase. If an ADC wants more Crit chance than that they should have to purchase an item like the Sword of the Divine. Stats +45% attack speed Passive Passive: This item does not grant any attack speed while on cooldown. Champion kills reduce the current cooldown by 50%. Active Unique: You gain 100% attack speed and 100% critical strike chance for 3 seconds or 3 critical strikes. 60 second cooldown. Menu Attack > Attack Speed Attack > Critical Strike Item cost 2150g (800g) Sell value 1505g
Allowing players to only improve their crit chance past a 30% passive cap, through the purchase of an activate item that forces the player to choose when they can temporarily improve their crit chance. Once on cool down opponents have a window to counter play the strengths of their own builds in this regard. Try itemizing lifesteal first as an ADC in the current meta and watch as your damage is tiny in comparison to your opponent streamlining pure damage.
What problems would this idea result in? Would this fix some of the routine and boredom that is itemization in the bottom lane? Tell me what you think?