Vital Critical Strike Changes

Meserion··1 votes·544 views

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; item 3089 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 **: item 3031 +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 item 3046 Phantom Dancer, item 3087 Statik Shiv, and item 3142 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!

1 Comments

Meserion1 votes

two downvotes, no comments; feels like these downvotes are biased in opinion towards ADCs

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