Critical Strikes Items are in need of a rework. (Complete with Reworks Inside)
As the title suggests, I feel that the current Critical Strikes system is out of control and needs to be reigned in. It's been so bad that "Burst Per Second" is a new term attempting to be legitimized, simply to describe how much burst damage a Critical-based ADC is pumping out. It's...unhealthy, to say the least.
Below is an exhaustive rework list of every Critical Strike item in the game, plus Fleet Footwork. Numbers are not final, as usual, but are pretty damn close to what I believe would make them balanced. Keep in mind that this does not contain any updates to CHAMPIONS themselves, even if they have numbers that scale with Critical Strike. I've been writing this since 4 AM and it's almost 6 AM at time of posting; I simply don't have the energy to do an extensive mass rework on that scale, only for items.
Feel free to leave suggestions and criticisms, I'm curious to hear what people think.
Critical Strikes
Critical Strikes base power = 200% damage (100% bonus damage) > 150% damage (50% bonus damage).
This is an important change so as to not make Critical Strikes extremely overbearing. As it stands, one lucky Crit doubles your damage output on that AA, which could decide the entire fight. Reigning it back to 1.5x damage will perhaps allow for some additional means of growth through items and runes. (Thank you to Glory97 on EUW and Solicitude on EUNE for the suggestion!)
Essence Reaver
Cost: 3400g > 3500g
Build Path:
B.F. Sword + Caulfield's Warhammer + Longsword + 300g
+80 AD
+10% CDR
+20% Critical Strike Chance (Removed. Build Path does not contain Critical Strike.)
UNIQUE Passive - Mana Reaver (Damaging a unit with basic attacks restores 1% of your maximum mana. Mana gain is halved against lane minions (except for Cannon Minions) and small jungle monsters (Small Wolves, Baby Raptors, Small/Mini Krugs. Champion takedowns restore 5% of your maximum mana.) (New)
Essence Reaver has had a strange history, hasn't it? It started off a nice niche item, then got buffed and nerfed into Limbo, and finally ended up where it is now; a too-good-for-its-own-good Critical Strike item. Anyone that CAN make use of Essence Reaver is abusing it. Changing it to be something like its very old self would give AD Casters access to a strong mana-restoration item, though at a high cost. 3500g is almost in line with Bloodthirster, a 3700g item that's been overpriced for ages. (But that's a fight for another day to solve Lifesteal creep.)
Infinity Edge
Cost: 3400g > 3500g (+100g)
Build Path:
B.F. Sword + Pickaxe + Cloak of Agility + 525g
+60 AD
+25% Critical Strike Chance
UNIQUE Passive - (Critical Strike bonus damage is increased by 50%.) (Removed)
UNIQUE Passive - Precision Strikes (Whenever you land a Critical Strike on a champion, you afflict them with a stack of Infinity's Power, up to 5 stacks. Infinity's Power increases your Critical Strikes bonus damage against the target by +20% per stack, to a maximum of +150% bonus damage at 5 stacks. (+50% Crit base + 20%/Infinity's Power stacks, up to +150% total) Infinity's Power stacks last 10 seconds and fall off one at a time at a rate of one every two seconds.) (New) (Thank you to Glory97 on EUW for the suggestion!)
Reducing the base increase of IE's bonus Crit damage will reduce the usefulness of Shiv-Crit Burst/Second builds, forcing IE users to stay in the fight longer to deal the damage they want to. IE still gives access to higher burst damage to Crit users due to its ramp-up passive, but only if they try to keep up the pressure.
It's worth noting that all of these Passive changes to Infinity Edge apply to Molten Edge as well, and Molten Edge loses 10 AD, bringing it to +90 AD from +100 AD.
Zeal
Cost: 1200g > 1300g
Build Path:
Brawler's Gloves + Brawler's Gloves + Dagger + 200g
+15% Attack Speed
+20% Critical Strike Chance
UNIQUE Passive: +5% Movement Speed (Removed)
This is a straight nerf to Zeal, removing its %MS bonus and increasing the cost by 100g. Appropriate Zeal items will have their prices adjusted for such.
Statikk Shiv
Cost: 2600g > 2700g
Build Path:
Zeal (Nerfed Version) + Kircheis Shard + 600g
+30% Attack Speed
+25% Critical Strike Chance
UNIQUE Passive - Energized (Moving and attacking generates Energized stacks, up to 100. When fully Energized, your next basic attack triggers Shiv Lightning.) (New: Passive now UNIQUE)
UNIQUE Passive - Shiv Lightning (Your next basic attack (on-hit) sparks lightning to up to 5 nearby units, dealing 40 - 100 (based on level) bonus magic damage. This can be a Critical Strike, and is increased by Critical Strike damage modifiers.) (New: Damage reduced (60 - 140 > 40 - 110).)
Shiv has been a sore point for a while, dealing far too much damage and ending up being a better single-target item than its singles-only counterpart, Rapid Firecannon, ever hoped to be. Reducing its AS, Crit Chance, Energized damage, and making Energized UNIQUE all aim to solve this sore point.
Rapid Firecannon
Cost: 2600g > 2700g
Build Path:
Zeal (Nerfed Version) + Kircheis Shard + 600g
+30% Attack Speed
+25% Critical Strike Chance
UNIQUE Passive - Energized (Moving and attacking generates Energized stacks, up to 100. When fully Energized, your next basic attack triggers Firecannon.) (New: Passive now UNIQUE)
UNIQUE Passive - Firecannon (Your next basic attack gains 25% increased range (up to a maximum of +150 range) and deals 60 - 150 (based on level) bonus on-hit magic damage. This can be a Critical Strike, and is increased by Critical Strike damage modifiers.) (New: Damage increased (60 - 140 > 60 - 150), bonus range reduced (35% > 25%), and RFC can now Critically Strike.)
UNIQUE Passive - Firecannon (Energized recharges 25% faster, and can now be discharged on structures.) (Removed)
RFC is currently only used because of the second part of its passive, i.e. the quicker Energize and discharge on turrets. Even on its own, it's still far too efficient currently. These changes would reduce its base stats, remove the toxic parts of its Firecannon passive, and give it a more defined niche as the single-target burst Zeal item, whereas Statikk Shiv is the AoE waveclear item.
Phantom Dancer
Cost: 2600g > 2700g
Build Path:
Zeal (Nerfed Version) + Recurve Bow + 400g
+40% Attack Speed
+25% Critical Strike Chance
UNIQUE Passive - (Your basic attacks deal +20 Physical Damage as an on-hit effect.) (New)
UNIQUE Passive - Spectral Waltz (Grants Ghosting and +5% movement speed while within 700 units of a visible enemy champion.) (New: Increased activation range (550 > 700), and reduced bonus movement speed (+7% > +5%).)
UNIQUE Passive - Lament (Grants 10% damage reduction against the last enemy damaged by your basic attack. This ends after being out of combat for 10s.) (New: Reduced damage reduction (12% > 10%).)
Phantom Dancer is usually the red-headed stepchild of the Critical Strike items; it suffers from either being the perfect dueling item that must be bought without question or it gets outclassed immediately by its Energized counterparts. Adding a small amount of bonus damage to make up for the slightly-reduced stats and making some minor adjustments to the passives means this item should be a favorable buy for Crit-focused builds.
Runaan's Hurricane
Cost: 2600g > 2700g
Build Path:
Zeal (Nerfed Version) + Recurve Bow + 400g
+40% Attack Speed
+25% Critical Strike Chance
UNIQUE Passive - (Your basic attacks deal +20 Physical Damage as an on-hit effect. ) (New)
UNIQUE Passive - Wind's Fury (When basic attacking, bolts are fired at up to 2 enemies near the target, each dealing 33% AD physical damage. Bolts can Critically Strike and apply on-hit effects.) (New: Bolt damage reduced (40% > 33%).)
Runaan's Hurricane has always had a strange niche; lower up-front power compared to Statikk Shiv, but being able to spread special effects like Red Buff, Blade of the Ruined King, and Frost Arrows very quickly. This makes it devastating in teamfights and effective at clearing waves in a pinch. This slight revamping of its stats will make it a popular choice among Marksman that want a sustained spread of effects, such as Ashe.
Fleet Footwork (Keystone, Precision) Removed. No longer exists as a Keystone or Rune.
Let's not fool ourselves, Fleet Footwork doesn't need to exist. Despite repeated nerfs and constant butcherings, Marksman champions and Gnar keep taking Fleet Footwork due to the extreme safety and synergy with Energized items. Removing it, while possibly extreme, would prevent many issues with Energized becoming a UNIQUE Passive. Allowing it to exist with UNIQUE Energized would mean you have to decide before the game if you want Fleet Footwork, Statikk Shiv, or RFC, with very little room for flexibility. This is Warlord's Bloodlust all over again and it's rather painful to see. Bottom line is, it has to go and free up the slot.
(new zeal passive basicly).