A idea i always had for crit and to remove RNG from being the reason adcs win and lose fights
So I was thinking of concepts riot had, One of them being CDR, as we know, CDR has a cap, where without rune assistance, it caps at 40 percent. You can never have anything more than 40 percent unless you have outside rune assistance.
So than I was thinking "this is what makes CDR fair, this is what keeps CDR balanced, how could you put a similiar rule onto Crit?" Basically I came up with the following.
Make every item in the game give you Guarentee Crit, but also introduce a new concept of how Crit works.
"Crit multiplication meter"
So I didn't take any time to do the math yet, nor did I look up what the current strongest Crit multiplication you can get is. So please bare with me.
So basically you impliment a rule that No crit can multiply your damage by a certain ammount. You make that the cap. And what you do, is that each crit item in the game would give you a certain level of "crit multiplication" but at a certain point it would cap out, meaning it coulden't go any further.
So at the current moment with how the game works. You can have literally 1 percent crit chance, but be given the full reward of a crit instantly. But what if we made Crit guarentee upon building items, but we made it signifigantly, noticably a lot less, and than each item, would eventually complete to "full crit" of how strong the current crit is.
TLDR
Remove the RNG Percent chance Replace with Guarentee Crit New Crit becomes so small it's barely noticeable But it will eventually stack and cap at what it should be once you have full build.
But yeah that's my idea in how to fix marksman, make them more fair, and at the same time make them more consistent.
Delay their power spike so adcs go back to being LATE GAME CARIRES Replace with consistency with a weaker version of crit but it's guarantee crit. Perhaps make the new full build of adcs better than what the current is to justify heavily nerfing the early game?
Any questions feel free to ask.