RE: Crit Item Exploration, I don't think Crit Items are the problem
TL;DR I would like to see more mid game and Unique Passive complete items in the 1800-2400g range that have good applications but much weaker stats, allowing items like RoA and IE to be more representative of true Strong Items. Damage slightly lowered across the early-mid game. Snowballing advantages should come from ... well, _snowballing _, slowly building an advantage. Comebacks should be achieved through viable outplay, not getting 750g luckily on the right person.
There was a time when
was actually an intimidating first purchase. You'd be like, I better watch out for this guy. He's **tanky **and could do considerable sustained damage if I get carried away. Nowadays, neither of those things are remotely true (aware because it used to do 40 dps the moment you bought it as opposed to scaling). I'm not here to call for a boost to tank itemization, but a scaling down of itemization in general.
They nerfed/reworked this item specifically because it was an "ace of all trades" for mages, clearly stating that one item shouldn't remove your needs for mana and CDR while giving ample AP. Sounds familiar...
?
What would the game look like if our flavorful "Unique Passive" items were much less powerful, but also cheaper? Items like BOTRK, Ludens, Stormrazor, and Duskblade are stifling the opportunity for multiple item champions to ever reach their potential because their problems are twofold: their kits and their build paths are BOTH getting curb stomped. It's not worthwhile to win late when you can just win early, mid and late through overbearing dmg advantages gained through these specific applications of gold & xp.
Echo & Nightstalker would be FINE unique passives... on any other items. Combined with CDR & Lethality? It catapults leads to places they shouldn't go, much faster than they should get there. A single purchase should never offer so much, considering their build paths are so flexible (blasting wand+mana crystal/3 long swords are examples of gold breakpoints that you consider if you want a control ward as well over LC/Dirk respectively)
Consider that a dagger gives 12% attack speed, but Stormrazor grants 35% attack speed. You pay for all of the AD on the item, and then, 800g later, you have a savage unique passive and - for comparison - 10% more AS than a recurve bow, and 10% less AS than a PHANTOM DANCER. It is a crit item, but who benefits from it more, draven or caitlyn? Ashe or Jhin? Early game or late game?
When these items are more "additions" to a kit, rather than defining the entire viability/future balance of a champion, as in the case of Assassins & Lethality/Mpen, you have a more healthy gamestate. You're playing against the champion still, instead of playing against ignitrocuteblade and being <75% hp literally ever. If damage is toned down in this way, you can make more champions viable by not only extending advantages gained from one items to two for mid game champions, but making those advantages more bearable to the losing team - without even touching the vast majority of champion kits in their present state.
A breadth of champions like 



actually aren't bad. They just can't utilize the proper items/runes that define every single game currently being played, because the champions who can are doing so with hyper efficiency, and typically with little commitment/low skill ceiling. You point at Fiddle and cry Aftershock, but if he could survive more than one attack without it, we could see the champion who preys on low vision actually being viable in the meta with the least vision.
E.g. (without numeric stat rework provided)
Sapphire + Blasting Wand + Tome 2000g, rebalanced to ~50 + .15(weaker until roughly 400 AP), no longer grants CDR. Can only deal this bonus damage to champions outside of your Auto range measured at time of cast. This is a poke item, not a nuke it whenever the hell you want item. Outside of Annie and Cassiopeia, I can't think of any AP champions this hurts from a gameplay perspective, and I don't even think Annie buys Ludens or Cassio will notice the missing dps in her chaingun.
- Dirk + Sword, 1800g Remove Nightstalker, keep Blackout. Wards disabled by Blackout are not able to be targeted and killed, merely letting you know that you have been spotted and disabling enemy vision (even if you leave the area - which way am I going? back to lane after being spotted, or am I still coming?)
Could use a price&power reduction in favor of being a usable active on more champions than just Miss Fortune.
Ruby Crystal + Chain Vest 1600g - Damage removed from trigger in favor of tenacity until leaving combat. A way for fighters/tanks to acquire tenacity without being pigeon holed into merc treads, but can still be caught out before triggering.
Vamp Scepter + Pick Axe 2000g - Some abuse cases for this item, but a good anti-burst concept. Most champions prefer Tiamat or Trinity into HP well before considering this item. Reduce healing overall / against minions to emphasize the "slow bleed" mechanic as it's core tenant.
I don't have a good answer for this item, it's problematic and probably shouldn't offer Magic Pen until upgraded (or have it build into
without mpen)
Plenty of items should stay at their high power level/price despite strong passive/actives, opting for late game opportunities of completing a few stronger items(crit/on hit/mpen stack) as opposed to supplementing a single base point item with whacky waving inflatable arm flailing unique passives
Hextech items, Crit Items