Ramp-up dmg: A replacement for crit
Critical damage is, after the dodge stat removal, the only RNG based stat in the game, sometimes changing the course of a fight, or even a match, because someone dealt 200%, 250% with
, of their AD on an attack. Also it gives marksmen and other crit users, like
, what people sometimes call "sustained burst".
Is this alright?
I don't think the current situation with crit is ok, we have marksman outbursting assassins, while maintaining superior DPS, turning them into the premier damage dealing class in the game.
Marksman, with a few exceptions, shouldn't burst squishies, their job is to kill the enemy frontlines and get objectives with good consistent dmg.
However, ADCs currently can deal bursts of dmg, consistently, hence the expression "sustained burst"
That's why I believe crit should be replaced with a fervor of battle-type stat (I will call it ramp-up for now on):
As you've probably guessed, the concept is similar to fervor's, the more you attack, the more dmg you deal. All items that currently possess crit, would have this stat instead, that would increase the following autos dmg against champions, monsters and turrets for a % of their AD, for X seconds.
An example:
An ADC has 200AD and 5% ramp-up, and he starts to attack the aforementioned targets, his second attack against them would deal an extra 5% of his AD, in this case 5 extra dmg for a total 210 dmg, his third attack would deal 5% of 210, for a total of 220.5 AD, and so on.*
- Note: this values are just for explanation purposes, DO NOT take them seriously.
Important changes that this new stat would require:
Champions:
: Her passive is one of few that has a special interaction with crit, maybe applying the ramp-up effect to her slow, with the ramp-up strenght of the slow scaling with her dmg ramp-up.
: Make ramp-up give him bonus AD, with his MS on crit becoming a ramp-up effect as well (none on his 1st shot, and increasing until a cap on his 4th shot)
: Give him ramp-up based on the amount of fury he has, also his E CD reduction on crit could be removed and the base CD of the ability buffed to compensate.
: Double his ramp-up, but nerf his "starting dmg"(only 90% of his AD being dealt as dmg, for example).
Items:
: Extra ramp-up, based on the amount of ramp-up the buyer already has.



: crit removed, replaced with ramp-up.
Special cases:
Champions that have
teed crits, like
could keep them. Abilities that can crit, like
's Q,
's Ult, etc could have a ramp-up scaling instead.
I believe this would solve the "sustained burst" issue, and removing unnecessary RNG from the game, making it more centered about skill, also because ADC's would have lower dmg beforing ramping it up, it would also solve the draintanking issue that comes with the mix of crit and lifesteal.
TL;DR: I suggested replacing crit with a non RNG stat, that would work similarly to fervor of battle, for more details read above.
If some of the information, grammar or math is wrong or incomplete, please correct me in the comments below.
Right now, crit gives him additional bullets for his AA. How would that work with ramp-up? Would he get get additional bullets after each auto attack? Would he always have the same amount of bullets and just the damage of each bullet is scaling? I think he would be pretty hard to balance around that.
The passive could still scale with ramp up in damage I guess... But Riot stated that they think it is best to focus on a trap focused playstyle with Cait, being able to snipe enemies outside of AA range with trap headshots.
The damage on trapped targets late game would go down by alot with that ramp up, since you can't ramp up the damage beforehands.