Remaking the Crit stat
Alright, central concept here: We use the named passive effect to limit champions to one crit chance item and give each one a unique, interesting On-Crit effect to distinguish them from each other. Because champions will only be able to pick up one of the four Crit items I'm going to be outlining here, it'll prevent Crit stacking from snowballing out of control.
Anywho! On with the show.
- Crit chance runes are removed to prevent 1% Crit Chance cheese.
- Trinity now builds out of Stinger rather than Zeal. Yomama's Ghostblade now builds out of Pickaxe instead of Avarice Blade. Avarice Blade is removed.
- Wicked Hatchet is added to Summoner's Rift. It loses its unique passive and only grants raw AD and crit chance.
The goal here is to remove the small sources of Crit for the most part to limit champions to one Crit item. Because you'll only be able to grab one Crit item, it'll allow each of the items to have really cool (and different!) passives instead of leaving them all a homogenized mess since they all stack.
So how about the items themselves?
Infinity Edge Wicked Hatchet + Pickaxe + Cloak of Agility Grants raw attack damage AND! Augmented Critical: Only your highest item source of critical chance is counted. You gain (amount) critical hit chance. Your critical hits now ignore 33% of the target's Armor.
Infinity Edge becomes the anti-Tank crit item rather than the anti-everything crit item. For those wondering, the break-even point between this version of IE and the old one is 150 armor. If your target has more than 150 armor, you're dealing more damage than the old IE. If they have less than 150 armor, you're doing less damage than the old IE.
Static Shiv Zeal + Cloak of Agility + Malady Grants attack speed, movespeed, OnHit magic damage, AND! Augmented Critical: Only your highest item source of critical chance is counted. You gain (amount) critical chance. Your critical hits now deal bonus magic damage equal to your total attack damage rather than double physical damage. In addition they apply OnHit effects twice. Moving builds static charges, at 100 charges your next basic attack will automatically critically strike.
Shiv is the go-to Crit item for champions who are fond of OnHit effects. As an added bonus it can charge up a Crit for you! Neat! See this topic for the lowdown on Malady.
Phantom Dancer Zeal + Wicked Hatchet + Zeal Grants attack damage, attack speed, movespeed, AND! Augmented Critical: Only your highest item source of critical chance is counted. You gain (amount) critical chance. Your critical hits now grant a stacking bonus to attack damage, attack speed, move speed, and critical strike chance for (duration). While in this focused state you ignore unit collision.
GOTTA GO FAST with the power of quadraswords (and an axe)! This item is for people who feel like running around and attacking really quickly. In terms of raw damage output, Phantom Dancer would be the go-to item.
Executioner's Calling Wicket Hatchet + Vampiric Scepter + Cloak of Agility Grants attack damage, lifesteal, AND! Augmented Critical: Only your highest item source of critical chance is counted. You gain (amount) critical chance. Your critical hits now cause your target to bleed, dealing (percentage of bonus AD) physical damage and applying Grievous Wounds over 3 seconds.
Man, this thing. This would be the item for folks who are planning on dueling other lifestealing jerks. Pretty great if you feel inclined to run a life steal-focused build, too! And would you just look at that Draven passive? So sexy.
So what do you guys think? Would Crit itemization be a bit more interesting if it offered choices rather than just encouraging players to buy ALL THE THINGS?