What if Critical Strike Damage scales with Chance?
Right now I feel like itemizing for CSC early, on a champion like Tryndamere or Yasuo, can be a bit overwhelming and unfun for their opponents. But the bigger reason is that players (me included) dislike RNG elements in League and Critical Strikes are maybe the biggest one.
My idea is to either:
- Make Critical Strike Damage scale with CSC OR
- Leave only CSD as a stat
In version one you'd have a slow-scaling version of the current system; at 0% CSC your CSD would be 25% or you would deal 125% basic attack damage if you could critically strike. That, however, will come as a giant nerf to any and all ADCs and other basic attacking champions as they'll not only have the current low chance of proccing it, but the proc's damage would also be much lower until they max CSC.
In version two DPS will be scaling in the same way Ashe's passive works against Frosted targets. This removes RNG entirely and keeps champion DPS exactly the same as current one. 50% CSD = deals 150% basic attack damage instead of 100%. That, though, will take out one of Ashe's passive's aspects and Infinity Edge's bonus 50% CSD would have to be changed else you'd just have one item give you 70% CSD, and permanent 170% basic attack damage at the 15 minute, for example, would hurt. A lot.