Crit Chance
Crit Chance is one of the last bastions of RNG in League of Legends that actively affects gameplay in the vein of "if it happens, it can swing a fight," similarly to the Dodge Chance of old. I've been trying to think of a way to change it to being no longer RNG-based, but I just can't think of one that doesn't also make Ashe's passive and Jhin's passive basically obsolete.
What I've come up with so far is that, instead of increasing the chance that you will deal double damage, crit statically increases your damage on your basic attacks either by a % or by % max health. There are several problems with either solution, however. How does Jhin proc the movement speed part of his passive? How does t his affect his fourth shot? And how do we make this not just make Ashe's entire passive save for the slow on basic attacks be just simply fluff text? Ashe can't crit, and instead has her base damage to targets affected by her slow increased by however much % her crit chance is, and her slow will double if she crits.
So, I'm reaching out to the community and asking for help in coming up with a way to solve this crit chance problem.
I am also working on on-hit as well as reworking Kalista into a more usable form. The on-hit items currently are edging out crit ADCs when they're strong or not worth buying and making on-hit ADCs unplayable when they're weak, and Kalista is one of Riot's most problematic champions in terms of balance, particularly between pro play and us plebs in gold/silver/bronze. I actually really enjoy playing Kalista, but just don't see a reason to play her right now.