A Way To Make Crit Chance Less Random, And Possibly Better For The Game As A Whole! (Please Read)
So the randomness of crit chance is obviously not optimal for top level competitive play. You can have 50% percent crit chance and can randomly get 3 crits in a row, or 3 non crits in a row, and this can impact a teamfight/game, which can matter at the highest level of competitive play. Also, I love crit chance, I think it's a great part of the game and it makes adc's feel like real carries, but for high level competitive play, it should not be so random.
So my suggestion for it, is to give you your crits based on how many auto attacks you do and how much crit chance you have. So basically speaking, if you have 50% crit chance, instead of not crit'ing for 3 autos in a row and have the next auto have a higher chance of crit'ing, every 1 out of 2 autos crits. It's also good to look at a 33% crit chance. If you have 33% crit chance, then 1 out of every 3 autos will crit. This will make sustained damage more consistent, and calculation of your damage, more calculable. Also, for crit chances that are uneven (aka 55%), you can do a system that uses the last most possible dividable count from 100% (so in this case 50%, because 100% divided by 50% can = a whole number (2)). Since 50% is the last most possible dividable count from 100%, you use 50% as the base, so 1 out of every 2 autos crits, but since you have 55% crit chance, you have an extra 5% that stays left over. The extra 5% stay left over and gets added each time you auto, since you're supposed to have an extra 5% chance to crit on your autos. And when that extra percent chance adds up to 100%, you get a free extra crit. I guess pretty much all you're doing is added up the percent chances and when you get to 100% you can crit, and any extra gets saved up for later. Now that I think about it, it's better to think about everything like this instead of the that. So at 5%, you have to auto 20 times to crit and on the 20th auto, you crit. I think a systems like this is really good for top competitive play, even though I made the whole post confusing with all that middle stuff, and I haven't deleted any of it, xD, :P.
So to sum everything up. You change crit chance to a more calculable aspect of the game, that would make high level competitive play better, and I feel, the whole game better in general. Kinda like how the old dodge aspect was a little too random for the game at a competitive level, so it was removed. Also, now that I think about it, you could possibly bring back the old dodge mechanic back using the crit chance system I layed out, if you wanted too. :).
A fast summary of the system I described. You pretty much change the old crit chance system, to a system where you add the crit chance that you have, with autos, until it equals 100%, as a more calculable way to determine which autos crit, and a way to remove some of the randomness factor of crits, which could make high level competitive play better, and maybe the whole game better in general.
I would really love and appreciate a change like this. A change like this would be awesome, and I would love to play this game more if there were to be a change like this. I also think it would make top level competitive play better! :)
Thanks to and for anyone and everyone that might've read my whole post on crit chance! :)
-edit- So an issue involving charging crits on minions was addressed, and it seems that it's definitely a pretty big issue with this system. So addressing that issue, I believe that making the system I laid out champion and minion specific would fix that problem. In other words, you can't auto a minion to charge up the crit, and instead still have to auto a champion/champions the certain amount of times to crit them, even though you auto'ed the minions, and vice versa. Also this layout is in hopes to take out some of the randomness/luck factor that crit chance can have in teamfights and or trading for top competitive play. It can be heartbreaking to lose a teamfight cause you didn't crit out of 3 autos, and your opponent crits 3 times and a row and kills your supp or mid laner at the start of the fight, or in other words, because of dumb luck. That's why the slight randomness factor of crit chance, I feel, should be changed. :)
-edit- Also, in terms of balance, it may be a powerful tool to give you an advantage in knowing when you'll crit, but at the same time, it gives your opponents the knowledge of when you'll crit too, and can allow them to play around it and/or use that to their advantage as well. So in terms of balance, I'm not sure. xD. I think it would probably have to be tested in some way, and possibly tested by top level players and be opinionated by them as well so as to know the true nature of it's balance, in which knowing if it's a buff to crit chance, a nerf, or just better overall and/or preferred or liked. :)!