The real "Crit problem".
I've been reading about players complaining about Crit recently. The
combo is dominating solo queue and competative games.
Yet, I'm starting to think that the problem isn't Crit chance or crit being too good.
Hear me out. If you build two items that give attack speed, like Shiv and RFC together, you should be attacking fast; getting a little bit of burst from the procs, but you shouldn't be getting huge crits for over 500 damage with one auto attack. The problem is that the individual autos are hitting too hard because carries aren't required to have a reasonable amount of AD to scale up, they just need one single AD item.
I think carries can have two attack speed items and be healthy. The idea of someone being able to attack you very quickly but for low damage per shot and low crit damage seems fair. They should functions as sort of pingers, where they chip you down with individual autos pingpingping and they can keep the proc based burst off those items to give them some burst damage.
It's the fact that a single AD item combined with base AD scaling is allowing carries to completely skip the pinger phase, instead of having to land a large number of auto attacks to get kills, they need on only land 2-4 because they are critting for over 500 damage on two items.
So what's the solution? I'm not sure. The easy thing is for Riot to reduce the AD per level gained by carries to prevent them from dealing massive damage with a low amount of AD. There are probably other solutions like making the crit %damage bonus depend on AD, but that change has very long range impacts that could alter all kinds of carries.
I do beleive that crit chance crits doing 200% damage isn't the problem. The problem is that carries are able to skip building AD items and still get big crits, which should in no way be the case.
The balance between many quick hits but each hit does a small amount of damage vs slow hits, but individually powerful has been violated and needs to be corrected.