@Riot The Crit Meter, a poorly thought out solution to the RNG crisis.
So as a lot of you know, as patch 4.11 rolled out to live servers, with it came buffs to various markspeople and "more diversity to the marksman role", while the patch was designed to "increase the power of the marksman role in general", we all know that it gave birth to a monster, late-game hypercarries became relevant because they could hit their power spikes earlier thanks to the Infinity Edge buffs, and as such, the crit meta was born, and ever since, wishes have been granted and dreams have been crushed because "one adc was luckier than the other", the focus is that a RNG-tied stat has become more of a meta, which doesn't reward strategic play and makes fights very unpredictable, but today I have come up with an idea that can salvage all the things we love about critical strikes while still rewarding strategic play and offering more counterplay, ladies and gentlemen, I introduce you to...
The crit meter!!!

The crit meter is a small buff visible to both allies and enemies, no critical chance items should be touched, although such items are open to further balancing to prevent abuse cases. (looks at
and
) Players can fill their crit meter by simply autoattacking something, and once the crit meter hits or exceeds 100, your attack will critically strike, and if the crit meter exceeds 100, then any overflow will be taken and set for the starting attack, I know this sounds confusing, so I wrote an example to help you make sense of this idea. If someone would have 40% Crit chance, attacking an enemy unit would fill the meter from 0 to 40, attacking again would fill the meter from 40 to 80, and your next attack after that will critically strike, and the buff will reset at 20 after factoring overflow. If you have 75 crit chance, attacking fills the meter to 75, attacking again will critically strike, and the meter resets at 50, attacking again will also critically strike, and the meter will reset at 25, and that attack will critically strike as well, and the meter will be set at 0, and the process repeats.
So now that all this is out of the way, please feel free to discuss this, is it a good idea? Will it solve the problems with the game at the moment? What becomes of champions like Yasuo or Tryndamere whose passives are tied to critical strikes?