Infinity Edge needs a rework
I recently came up with a rework to the item Infinity Edge, that I think makes a lot of sense and solves some of the problems with it, while still feeling powerful and being powerful. Reddit also hates me apparantly (does this make people like you here? when you hate reddit? :^) ), so I decided to post here.
READ HOW SECTION FOR ACTUAL SUGGESTION
Why? The general community consensus seems to be that critical strikes feel unfair and make the game too reliant on RNG. Especially when you have a low critical strike chance that multiplies your AD by 2.5.
Riot doesn't agree with this fully, as they think some RNG is good for the game, though they have stated that they don't like the IE rush build (their reasoning being that 1/5 chance to get 2.5x is a bit extreme, but don't quote me on that). They have therefore recently tried to reduce the amount of people who buy it first item. In Preseason 6 it is more efficient DPS-wise to buy small items, but the chance to get a 2.5x crit is still there and you still want to finish items, so people are often rushing IE still. The other alternative that we have seen, was the Bloodthirster rush which led to an incredibly stale botlane and meant heal/poke supports were useless.
How? I suggest changing Infinity Edge to be less extreme with it's RNG, as there is some logic to RNG being good for the game (read some Rioter insights about why, dont have sources currently).
My suggested rework is to change the passive from:
"Your critical strikes deal 50% more damage" to
"Your critical strike chance is multiplied by 1,5. If your critical strike chance exceeds 100% your critical damage multiplier is increased instead (max +50%)"
(this may not be the best wording. If anyone has any other suggestions that would be helpful)
This rework leads to MarksmenTM critting more often but for less, making them more consistent. The DPS is exactly the same.
Let's take some examples: Jinx goes back from lane and finishes her IE. She now has 3/10 chance to crit for 200% on each autoattack instead of 1/5 to crit for 250%. This makes it feel less unfair when you suddenly get chunked in lane.
Caitlyn has built an IE and a Rapidfire Cannon. She now has 75% crit chance instead of 50%, but her crits deal less damage. In a duel with other ADC's, it will be more about how you approach the battle instead of who crits the most.
Yasuo buys his two cookie cutter items IE and Statikk. He has the same damage as he gets 100% crit chance from his passive and then reaches the cap on extra damage of +50%.
Why this approach? The biggest advantage of this rework is that IE does the same amount of damage as before. This requires no additional balance changes.
It also feels more fair than before and makes the game less about RNG and more about skill, while still retaining some RNG-elements.
Riot hasn't been succesful with their tries to get IE away as a rush item, so you might as well embrace it and then change the source of the problem.
It still feels really cool and satisfying to pick up: Imagine a new player going "WOW, I can get more crit for my crits, that's awesome. And if I get 100%, I get more damage." Then they proceed to go full-crit Annie and lose.
Some problems to consider: The wording is more clunky, though not unbearable.
No more Shaco 2500 dmg crit videos (not sure if this is necessarily bad though).
It might not feel as good for the ADC to only crit for 200%, but having more crits still feels nice.
It doesn't fully addres getting chunked by crits. I would personally prefer crits for 150%, but I'm not sure how to implement this.
TL;DR Rework IE to be pump out more crits, but deal less damage each crit to reduce the bullshit feeling of opponent getting a single insane crit.
Would love to hear anyone's opinions