Why I believe crit chance ruins balance in this game
I will include a tl'dr at the bottom that is very brief, but I would really like it if you read through this entire post and digested the points I bring up.
First things first I would like to establish what riot has said about the Marksmen class's role in the game
We don’t have a subclass for marksmen because they all tend to functionally do the same thing (deal a lot of sustained damage). There are some key differences between marksmen, like range, mobility, and combat patterns, but we have yet to draw a clear line for design purposes. Source
They want all Marksmen to have a differences in everything except dealing sustained dps of some sort. Then why in Faker's name are random crits still in the game? Having % crit chance is exactly what allows Lucian to build
into crit and still be nearly as effective as full crit spec'd Marksmen into late game by using his passive to whip out autos to hope for those 50% crits while having an amazing early lane bully phase.
Sure in theory Lucian does less dps, but in practicality he can get off abilites to get 2 autos off plus his passive shot in about a second that deal 960 damage before crit (JUST THE AUTOS DO THIS) with 300 ad. Half of these should crit, if he is lucky and the full damage attacks crit he will increase this damage to 1860 without any casino breaking luck. So compare this to a standard adc build with double zeal item (so 70% crit vs Lucian's 50%), 2 attack speed, and 300 ad as well you get an average dps of 1230... Even if we assume both shots crit (statistically unlikely) you get 1500 Dps... the exact same damage Lucian would do if his secondary shots all crit instead of his full damage versions. Lucian has effectively out scaled this adc while building an early game bullying build.
Riot's solution to this problem? Nerf the black cleaver Botrk interaction, or in a more analysed terms treating the symptoms and not the problem. The problem being the age old randomized crits, for the sake of seeing what would happen if we made crits a % based auto attack damage amp instead lets try this math again. So for Lucian with 300 ad and 2 autos (again I am not including the spell damage) he deals 1680 damage with IE passive on his 50% damage amp. Enemy Marksmen with 300 ad, 2 attacks, and 70% damage amp still deals 1230, so as you can see this straight up punishes Lucian's early build path by losing 10% of the damage on this combo without punishing the standard adc build.
This would have protected bruisers that built the
+
combo who were hurt by the nerfs that they had no hand in causing. Do you know what other items this could have protected the efficiency off?
both would have been much more of a trade off for Marksmen to build over crit, making the decision a much harder one.
Now I know how you Marksmen players love to talk about how you need build diversity despite you having one of the largest selections of items for a single class. Well with this change builds would become much more standardized (unless you want to go full early-mid game) that is true, but you would also no longer have to lose fights due to not critting as much as the enemy which would be a welcome change. Another benefit to this would be that Marksmen and Marksmen items would be able to be balanced in a way that is focused on THEM instead of having to be balanced around how other classes items and champions are performing.
For instance lets go back to the Varus's passive buff that gave it attack speed scaling to compensate for weaker armor pen items. This buff was excellent and made crit Varus work, however shortly after this buff lethality items became good and Varus was a top performer. Now we had quite a predicament, Varus had his choice of builds that allowed him to excel when he wanted to. So how do you handle this? You can nerf Varus, nerf lethality, or nerf crit items. If you nerf Varus shortly after he just became viable again he may not be able to perform against other Marksmen, if you nerf lethality you are hurting champions that legitimately use the stat like
or
for no fault of their own, and if you nerf crit you are hitting all of the other adc's that use it.
As we know they ended up giving Varus a slight nerf with some compensation and nerfing lethality with no compensation that I can remember. So what came out of this scenario? Varus is on to using the next strong item
without a care in the world while assassins are building bruiser or crit since they can't get the type of damage they need out of their lethality items anymore. If Varus had actual trade offs to these builds he himself could have been fine tuned to function in a world where neither item set needed to be changed.
I quite frankly see no reason why random crits are still in the game, they bring nothing but balancing nightmares and losing fights in positions you should win. They have been warping balance decisions for years and should be done away with, I even have a new name for the new stat... Accuracy, it even makes perfect sense, the more accuracy you have the more %damage amp you have on your auto attacks.
Please take the time to read this post and bring up any and all suggestions/problems/questions you have on it because realistically everyone should want this change.
Tl'dr: Random crits warps balance decisions and the power level of the champions who buy crit chance. It has no place in this game any longer and should be removed for static damage amps.

for that matter.