I think crit should be changed (non-RNG suggestion)
I've been thinking of a concept for crit replacement that would solve a few problems with scaling and RNG. It's just a concept and I don't expect it at all to be implemented or something.
- It becomes a stat for all classes and their bases are adjusted
- It increases % ratio of AD rather than giving a chance to do 200% AD (just like the precision suggestions to maintain the same DPS and stuff),
- It increases the numbers of abilities by a percentage like % heal and shields do for supports
- Doesn't have to be a 1=1% scaling like normal crit.
- It works on non-damage things like healing and movespeed
- It's pretty much exclusively for situational damage like melee talon Q, second proc of Soraka E and her rejuvenation healing, Jarvan W shield bonus, Nami ult MS, Karma ult+shield's extra shielding on the main target or Mordekaiser third Q hit.
- The ability CAN occasionally have easy access to crit damage if the kit uses it for hyperscaling, where either the situational damage is easily accessible (but still situational like poison + E cassiopeia) or it has gimped early + mid game damage like crit on Ashe or AS on Jhin
- IE becomes like rabadon's for crit (since it's no longer chance, it's just damage increases).
- Either still cap it at 100% or make it have diminishing returns. Probably scales asymptotically to 100% if they want to replace it with very little change to ADCs. It should NOT become more efficient the more of it you have, it is meant to be a late game item where it works as after getting stats from a few non-crit items, not a snowball item where you buy 5 items with crit on them.
What do you guys think?
Not only does it remove the RNG aspect, it lowers AP mage's reliance on levels to get base damage (letting them scale the same way as ADCs so either can go mid/bot) and lowers the overall auto attack scaling on ADCs (Right click for tons of damageee) so that lost power goes into ability scaling and being able to rely less on a support, who then has less requirements (no longer early game baby sitters and now can work with any utility champ) and that allows Riot to balance enchanters properly (who are meant to scale like disruptors as mages but can't). It also makes late game champions able to function early game without making their late game damage ridiculously powerful (by separating late game power into late game purchases, champion no longer need huge base damage or scaling that allows the ability to be relevant with one or two AP/AD items) and allows early game champions to function late game if the early game champion plays right and takes full advantage of their harder to proc situational crit damage. Finally it makes things that are meant to feel rewarding, even more rewarding, allowing people to feel like their mechanical skill has a larger impact later game when it's not a 1v1 lane outplay fest in mid and top.
Some problems I can see are:
- A champion's playstyle can change drastically over the course of the game when not intended. Karma can become an ult bot while her unempowered basic abilities become too useless. Soraka can suddenly become too Q reliant to get rejuvenation off, to the point she can't heal without risking herself constantly. Talon can become super unreliable with most of his damage going into W return and melee Q.
- It will take a lot of time to go through every kit and rework their damage + scaling
- It makes late game balance hinges on the balance of crit items
- Things associated with removing crit RNG like stat check right clicks
- If early game champion's situational damage is too hard to get off, or late game champions get their damage too easily, it can make more problems with scaling than it solves.