Crit Overhaul
Currently Crit is a RNG (but not RNG) mechanic that allows for multiplicative scaling for AD auto attackers, but its current form leads to unsatisfactory moments by the player on the receiving end of a crit and allows for those who stack crit chance and crit damage to turn DPS into BPS (burst per second)
Lets take a look at the current way crit is implemented. It is RNG, but not true RNG. If you have 30% crit chance and you auto attack, you have a 30% chance to deal 200% of your AD (250% with IE) If you do not critically strike, your chance to crit (not crit chance stat) will raise to 60%. If that attack crits your chance to crit will reset to 30%, but if it doesn't it will go up to 90%, and so on until you crit. So its not true RNG.
How does this effect gameplay? If a player is using crit, then landing an early crit in lane can win the lane for most people, and if you get a double crit the lane is over 90% of the time. Huge moment for the player using crit right? Maybe for
players, but the average champ has no access to standard crit chance before the first back, and if you do opt into early crit chance and a crit on a minion rather than your opponent your whole strategy has been a let down. Yes certain champs have crit mechanics that give them a guaranteed crit (
) but that isnt the same, as it is guaranteed and absolutely no RNG is involved at all. So either the player makes an early choice and gets nothing for it, or they get lucky and win the lane.
Later in the game, once players have stacked crit chance, the situation changes. Players will now either crit every attack or every other attack, and if you stack crit you get IE, they do a ton of damage. At 50% crit chance RNG is thrown out the window: You know that you will crit at a minimum of every other auto for 250% of your attack damage. This is where DPS turns into BPS as their attacks will usually be about 600-800 damage an auto, possibly higher because of buffs and completing more items. The crit user doesn't have a high moment from this: their damage is guaranteed. The player who is getting attacked doesnt have a high moment either, as getting a regular non-crit auto into the mix doesnt feel good either.
So change the way crit works.
@Bloodwing made a post about how the increased crit damage from IE should be gaited behind auto attacks: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/2c6lLiF6-infinity-edge-rework
All of crit should work in a manner similar to this: Instead of crit chance giving you a % chance to deal 200% of your AD on an auto, auto attacks should apply localized stacks on crit on a target, which increase the auto attackers damage to that target.
Crit stacks are applied via auto attacks and stack 1-5 times. Crit stacks apply 20% of the auto-attackers crit chance to the auto attack in increased damage. Crit damage is capped at the champs current crit chance + modifiers (IE, Yasou passive, etc) Crit stacks are localized on the target, last 5 seconds after which time they fall off at a rate of 1 per 1 second, and are refreshed by auto attacks.
Example:
has 100AD 20% crit chance and 1.00 crit damage (no IE)
auto attacks
once, apply one crit stack (4% increased damage due to "crit" [4% is 20% of her current crit])
That means that her first attack deals 104 damage before armor (100+4) Her next attack will add another stack and deal 108 (100+4+4) damage before armor. On her 5th attack she will reach her current crit cap and deal 120% of her AD per auto.
More crit chance would increase the crit cap. It would also increase the % increase added per attack. So if she had
for 80% crit chance, each crit stack would add 16% increased damage, and her crit cap would be 180% of her AD, but since she has IE each 16% stack would be calculated at 24% (16*1.5=24) So her actual crit cap would be 220% of her AD (100%+120%)
This change would make crit users happier in the early game, as they can get actual use out of it without RNG, and it also increases the gameplay options for the player on the receiving end of a crit, as they would no longer get double crit whacked by a level 2
cheese in the middle of the wave.
Late game crit users would have to stack autos in order to access their higher DPS, instead of twitch popping out of nowhere and crit blasting your whole team, or an ADC killing an assassin before the assassin can get off their delayed burst combo.
TLDR - Crit needs to be overhauled, would be normalized around the champs current crit chance % and not a flat 200% of AD, in order to reach their crit cap champs would need to stack autos against that target.
EDIT: I forgot to say that melee champs would only require 3 stacks to hit their crit cap, so each stack would apply 33% of their current crit chance as bonus damage.