An idea to change the Critical hit mechanic in a meaningfull way
There's recently a lot of talk about the critical hit chance stat and how it stands against the idea of a fair skill based game given it's random nature (Winning a duel because of scoring multiple critical hits in a row while not having 100% chance) and how the stat in itself is not worth anything when you're unlucky yet worth more than anything else when you are. There's also the thing that you can't really itemize against critical hit, other than buying more armor (which you'd already be doing regardless).
I've thought about how it could be changed and I think I came up with an idea that the Dev team might want to take into consideration.
I've come to call it the 'Finding Weakness' mechanic. How it works is:
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A full critical hit item, gives you a redone Critical Hit passive(Which means getting rid of the critical hit % items building the items with just AD for Infinity or Attack speed items for statik and phantom dancer).
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The passive makes it so that every hit applies a stack of 'Finding Weakness' which make you critically strike when you reach 4 stacks. However every full Critical hit item lowers the needed stacks to score a critical hit by 1 down to a minimum of 2 stacks when you have 3 critical hit items.
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Stacks of Finding Weakness fall off one at a time staying on a person for 2.5*YourAttackSpeed (More attack speed meaning less time of the passive stays on a person as to have a meaningfull counterplay and avoid situations where the person you're against can't engage because of being constantly in the danger of being critted).
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Yasuo being a special case would get an innate Critical hit passive (so he starts on level 1 being able to crit after 4 strikes) and would be able to go down to the minimum of 1 stack effectively making him crit 100% of the time at 3 crit items (With the damage on his passive scaled accordingly).
The change I'm proposing would probably have to be looked at and redone or tweaked by the Dev team before being fully balanced but it would get rid of the randomness of critical hits while simultaneously adding a meaningfull counterplay for the opponent (You can back off or cc the ADC before the last stack triggers adding a bigger depth and a kind of a minigame playing between the ADcs)
Looking forward to hearing your thoughts on this.
has 10% crit chance, for example, whereas
has 30% crit chance, but in the system you propose both contribute to crit equivalently. This could, however, be solved by rebalancing each item around this new mechanic.
's Headshot passive, which would heavily favor poke marksmen early to mid game.