is critical strike chance fair anymore?
So for those who remember, in addition to critical there use to be a chance to dodge auto attacks. Riot eventually removed this feature because it was rather un-fun to loss a fight because your opponents dodged 1-3 attacks but hit you with all of theirs. On the reverse hand Critical was fine because it was fun to randomly hit your opponent for a huge chunk of damage and thus throw the whole fight up in the air.... Or another way to put it, no one likes lossing a fight because RNG screwed you over, no one likes winning a fight because your opponents RNG just happened to be garbage (dodge). People love winning a fight because RNG just happened to be good to them, and people are not super butt hurt when you loss a fight because your opponent fot lucky (critical strike chance).
This mindset was fine back when there was a real trade off between critical strike chance and attack damage. You could have a high critical chance, but that usually meant your AD and/or AS were low OR you could have good AD/AS but basically never crit. Sadly this is no longer the case, we have reached a point where certain champions are allowed, some might say encouraged, to have the best of both worlds. This has led to a game where you can play an attack damage carry with 300+ AD, 80%+ critical strike chance, and about a 1.5-2.0 attack speed. Another way to put it is that you have champions who basically hit you for an average of 500+ damage (before resistance) about every quarter to half second. Where many other character maybe able to exceed that damage, it's done in a tight burst with a fair chunk of downtime due to ability cooldowns. ADC's are not bound by this rule, I think most people would agree that a champion that can do say 2,000+ damage in one to two seconds is too strong, even if they are limited to only being able to do it once every 30 seconds. So why are we "ok" with a champion that can output ten times that amount of damage if left alone for the 20 seconds?
Another way to look at this is to question if anyone is ok with the idea of a melee champion with zero Attack damage scaling, BUT the ability to keep more or less on top of their target rather easily, who can and usually does have 600 attack damage and a very high attack speed. Sure none of their abilities get powered up by this insane level of AD, but that doesn't change the fact that they have 600 AD and are very hard to get away from.
I'm all for ADC's being good damage output champions if you can keep them alive, i just wonder if it's the right move to have a stat that is basically equals to "you always do 150-250% damage, and don't have trade raw damage numbers or damage per second to get this boost".