Vital Critical Strike Changes
Crit is a stat in league that while cool, I feel should be a late game stat that really starts to shine when late game hits. Because of certain items, like Infinity Edge, it only takes about mid-game, or less with feeding, to reach the powerful damage spike. Crit should be altered so it is emphasized late-game so there are less "fluke" hits early game with 8% crit chance deciding an entire lane, or buying one or two items that cause such a huge damage spike that the cost of counterplay is beyond the cost of the damage spike itself.
Crit is a physical stat, so magic damage will be a non-issue;
Rabadon's Deathcap is good by itself but the way mages function requires you to have more than just 1 or 2 items to do a lot of damage. I seek something similar for physical damage dealers and also to make crit a very carry-centric stat that requires more than 1 or 2 crit items to be enough, while also building tank items.
My changes are as follows:
Baseline Critical Strike damage will be lowered to 170% critical strike damage, and the following changes to Infinity Edge will still allow a player to reach 250% critical strike damage but only after several items are built. This is to diminish early game pressure from a lucky crit while also emphasizing that crit is a costly but powerful carry stat.
**Infinity Edge **:
+80 Attack Damage
+20% Critical Strike Chance
UNIQUE Passive: Critical strikes deal 250% damage instead of 200%.
UNIQUE Passive: Infinity Strike - Increases your critical strike damage by 1.14% every 1% of critical strike chance you gain from items, excluding this item. A maximum increase of 80% extra critical strike damage.
To reach maximum benefit of critical strike damage you can get it by building
Phantom Dancer,
Statik Shiv, and
Youmuu's Ghostblade (you get 79.8% crit damage but that will be rounded up). If people would like to offer new crit chance items to increase a carry's options, you're welcome to post your ideas in the comments, and if I think they're good enough I'll add them to the main post.
In closing, I'd like to say that I hope this post gets some attention from Riot either through a quick read or a Red post. I think crit is a important piece to the game but should not be allowed to gain so much momentum early on; It should take time to have high crit and if we make crit something harder to reach early on, it may open up other build options for Carrys other than Crit -> AD -> some attack speed. I wish you all well, and good day!