A Critical Change
#punsofdamage phreaklevelpuns
Anyways, on a serious note, what I will be suggesting is making critical strike less RNG based similar to Pokemon when they lowered their critical damage from 200% to 150% to make Pokemon a lot less RNG and a lot more calculated and skill based instead of relying on luck of a ton of damage from criticals. So my ideas will grant more critical chance to the crit items, especially completed items, and the crits deals a lot less damage so now the system is less RNG but still on a RNG system (even though easier to buy 100% critical chance), grants less of a surprise factor, but also allows for more calculated plays.
Critical Damage lowered to 150% from 200%:
Infinite Edge: Critical chance increased to 30% from 20% UNIQUE Passive: Critical strikes deal 175% damage instead of 150% damage. [from 250% instead of 200%]
Statikk Shiv: Critical chance increased to 30% from 20% UNIQUE Passive: Chain Lightning deals 140 magic damage from 100 magic damage; may still critically strike. [small buff for minimum damage, same damage for maximum/critical damage]
Trinity Force: Critical chance increased to 20% from 10%
Ghostblade: Critical chance increased to 25% from 15%
Phantom Dancer: Critical chance increased to 40% from 35%
Brawler's Glove: Critical chance increased to 12% from 8%
Avarice Blade: Critical chance increased to 15% from 10%
Cloak of Agility: Critical chance increased to 20% from 15%
Zeal: Critical chance increased to 15% from 10%
Yasuo: Critical damage lowered to 140% from 190%; Infinity Edge critical damage lowered to 165% from 225%
Ashe: Focus stacks twice as fast as it currently does now at all ranks.
Hope you appreciate the ideas! ~ Stacona

