The problem with range critical strike and possible solution ( long text incoming)
(When I use the Term ADC, I talk about ranged DPS champions)
Critical strike is a lazy stat. You cant really say it in any other way.
Out of all 4 "big" moba games (LoL, DotA2, HotS, Smite) League is the only game where critical strike is such an easy stat to get. Hell, 2 of those games (DotA2 and HotS) dont even have Critical strike as a stat everyone can just get and abuse. And if a Game that is build around everything being broken says critical strike should not exist (DotA2), that says alot about the stat itself.
Lets look at Critical strike in LoL. It doubles the damage of your Auto Attacks... yeah... actually, since everyone and their mother buys IE, its a 2.5 multiplier. Lets stop for a second and think about what that means. That means the average midgame ADC deals 300-400 dmg with each autoattack. Thats more damage than the average mage does with his "spam" ability. For example, a Veigar would need 280 AP to get the same damage an ADC gets on a autoattack on his 5s CD Q.
All of that could be considered ok if critical strike was something you decide to build your items around, but that doesnt happen in LoL either. Because when you look at the normal Item build of an ADC, Critical strike is on Items that are already strong. And its ALOT of critical strike power. The average ADC will end midgame with around 70%-80% critical strike, and that comes from only 3 Items, which also give him a good amount of Attack Damage and Attack speed to top it of, and strong passive effects.
Now lets look at what ADCs are supposed todo in a game like LoL. ADCs sre supposed to be the counter to tanks, and the heaviest pusher. But in LoL, ADCs literally became a second (and most sadly, a better) Assassin class ON TOP of being what they are supposed to be. Yes, dealing 500 dmg per hit on a 2.0 Attack speed clearly makes them Tank melters, but at the same time, they assassinate every squishy who gety in their way.
I mean, if you dont belive me, just look at literally every LCS game in the last 7 Seasons... Nearly the whole time, the to go Meta was "protect the ADC". If you cant see that this is problematic... I dont know how this would be possible.
There are games, where a single misstep into the ADCs attack range, just to eat one crit can mean the fight is over for a squishy. That shouldnt be the DPS job...
Ok, I talked alot about the problem, but I can already hear the "but you cant change it now" "The game is balanced around it" and other comments who just want to sit down and accept the game as the mess it is... To those people: Seriously? You would rather accept something is broken, just because fixing it would come with alot of work? No wonder this whole world is F'd in the A....
The solution would indeed change the way the game is played alot. It would requier alot of Item changes and new Items, and would actually mean you cant just build the same Items every game like you can now.
The solution I would implement to this problem would come in 2 steps.
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Critical Strike should become a Melee only stat. Its totaly fine on Characters who have to dive in to get Attacks of, because you can actually play around that. Plus if Assassins are the ones who can get these 500 dmg autos of, that just them doing their job.
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ADCs need more Items designed to play around Tanks. Which would mean that we need alot of new Items, with armor Penetration and max. HP bonus dmg. (Since this is LoL I fel I have to say this: NOT ON THE SAME ITEMS!). Actually It would be totaly fine if an ADC who build around Armor destruction would end up with like 80% armor penetration instead of 80% crit. They are supposed ot be the ones who bring the Tanks down.
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Tank Items also need to be changed. Whan the ADCs no longer nuke you down like nothing, Tanks dont need to have high resistance and high HP on every item they buy. Since ADCs have to decide which way they go, Tanks should have their Items changed so they either focus on high HP or high Armor/Magic resistance. With the Nuke per second ADC gone, Tanks dont need to have 4k+ HP on top of 300 Resistance.
I have no Illusions that this would be alot of work, and not done in a Patch. Hell, it might now even be totaly done in one season. But after its done, the game would be much healthier to balance, since now you could actually balance around healthy team comps where every role has its place, instead of balancing around the broken must have ADCs.
Oh and to the question I get alot when I talk about this: "But then my ADC cant kill the mage or Assassin before he gets damage on me" Yeah, thats called COUNTERPLAY. You are not supposed to kill everything before it can touch you as an ADC. Assassins and Mages are supposed to be dangerous to you.
If you read this, thank you alot. I know like 80% of this community will just see the title and downvote because I dare to say something in this game has to change. If you are one of the peoples who wish for the game to be better, to become more healthy and more fun to play, please leave a comment here. Comment your own Ideas. If you belong to this part of the community and still think my way is wrong, leave a comment too. Tell me what you would do different.
Thank you.
some of the most skillshot intensive champions in the game are adcs. And none of those can actually be bought till lategame on adcs or they wont do damage at all. Most games dont make it to the point i can buy anything more than a hexdrinker/qss (and even that is rare)
the poster child for what Critical stirkes should be.
There are currently several effects that allow a champion to "automatically" crit. Like
's Heartseeker ability, or
's passive. I like those. I also like the
charge-up items.
My proposal was for crit to enhance THOSE abilities. In addition, though, anyone who built crit would also gain

could get more benefit from them than sieging ADCs like
. It's also "knobbier" and allows more nuanced tweaking and balancing than is used currently.