A suggestion of a new mechanic regarding critical strike
Right now what is crit? It is that thing that happens while an adc has already decided to commit to a fight. It could easily be for everyone like Ashe's new crit, and it wouldn't change much. Why is it basically like a linear damage output?
- Pseudo-rng adjusts your actual crit chance based on how much the last few hits reflect your crit chance stat. If you do too many crits compared to the crit chance you bought, you'll make less for a while, and the opposite. This is because statistics work this way, they only reflect initial chances on a very large number of tests (autoattacks in our case) so it has been altered to always artificially get close to the chance stat over a pretty low number of autos (10 or so).
- Crit items (apart from Infinity Edge) all grant attack speed: the fact of buyng critical strike chance makes you also buy the posibilities to try and get a crit more times per second. What's the problem with it? It's a waste of a possibility for the mechanic that I am now going to explain to exist. With a few ajustments, we could have "crit bruisers" like what Gangplank would have liked to be, who send out a moderate poke ability (or basic attack if they're ranged, allowing for ranged bruisers to exist - rangers?) and if it crits have an incentive to engage.
#How to do this: First off, items
- REINTRODUCING Atma's Impaler without the % max HP to AD conversion and with 20 AD, 70 armor and 20% crit strike chance. Instead of blade of avarice, it would build out of Cloak of Agility to make it harder for ADCs to abuse it.
- NEW: a pretty costy item (3100?), with low cost components and a high combine cost. Possible stats: magic resist, hp, health regen, cdr... maybe from a Nullmagic mantle and a kindegem, UNIQUE PASSIVE: Tangible magic grants the possibility for spell-type abilities to critically strike with a chance equal to 50% of your crit chance +3% of your bonus armor and magic resist. These critically striking spells would take into account crit damage modifiers, frenzy mastery, reinforced armor mastery of the target and all. "but mages would abuse it" It doesn't grant crit chance in itself, so they'd have to build THIS PLUS another crit item. Bruisers on the contrary could buy the components for this, a cloak of agility, then finish this, then go for IE or Atma's. "but the resistance scaling" an AP bruiser, going for Zhonya's+Abyssal and stuf like that, rarely goes over 200 bonus points of resistances. 3% of 200 means 6. So they'd have a 6% chance of having one of their abilities crit. That full defensive Veigar's ults are so likely to do a heckton of damage amirite.
- NEW or changing Youmuu's: an item from raptor cloak that grants UNIQUE PASSIVE: Enraged pursuit a burst of movespeed towards recently critted targets, increased by 1% for each 1% of missing HP.
- NEW: 60 AP, 40% crit strike chance, UNIQUE PASSIVE: Tangible magic treats damaging on-hit effects as autoattack modifiers, allowing them to crit, and allows to lifesteal off magic damage fom autoattacks. "this is as scary as 4.20 weedwick" ok but it grants no attack speed.
Then, champion kits This would obviously buf a lot current GP ( can't talk about future rework), but it could potentially help Shaco if his E could crit as a spell or even better if it was made into an autoattack modifier: throw knife, decide to go invisible and all in depending on its crit or lack thereof. Garen could also do fine with it: Q, it crits? Spin on their face, it doesn't? Run out. Shen would have an additional engage tool with Enraged pursuit on a critting Q (that could be made into an autoattack modifier so as not to force him to buy Tangible magic too, or not). New champs coul also be made with this concept: bruisers that use critical strikes as a way to create an advantage, a situaion that they and their team can use. For example, special on-hit effects upon critting. Imagine a champ that is as far as lore goes a trained knight, a regular, although elite, soldier, with full armor and a kit that reflects the polyvalent arsenal of medieval european knights. He would have different stances with different autoattacks: a mace that could crit by blinding the enemy (breaking their weapon), a thrown axe that could slow and bounce off to nearby enemies upon critting, an "enhanced melee" spear that could pass through, reduce armor and cause grievous wounds... this is merely an example of what we could do by giving a consistent critical strike buildpath to bruisers/tanks.