Crit Discussion
I am going to give my opinion on Crit, but I am not saying my opinion is the only correct one. This is an open discussion so please no toxicity or unnecessary/irrelevant arguments.
Hoping for people to discuss the best option for Critical Strikes here, I personally believe we need to remove it but I want to hear other peoples opinions. There are a lot of Crit posts lately, as there is for any Topic the boards blows up about, but I still thought it was be nice to have an open discussion on it. There are always differing opinions and someone might be able to convince you of one thing or another, completely changing your views.
Personally I think Crit is an unhealthy mechanic, it is a form of RNG that can not be played around. You pray you get a crit, the enemy prays you don't. You can buy more Crit, but there will always be that one time where if you had just Crit, you would have won. No matter how good you play, if you have to rely on Crits, it sort of removes a lot of power from your own play.
Guaranteed Crits, such as Jhin's 4th shot or Caitlyns Passive, are balanced in my opinion. Both you and the enemy know it is coming because there are normally obvious visual cues. Increase in Crit Chance, is not balanced in my opinion. There is no way of telling when one will Crit and there is normally not a visual cue to let you know someone is about to Crit. You can play around guaranteed crits, you can not play around Crit Chance.
So how would one fill the role that Crits offer certain champs? I believe we should keep guaranteed crits, perhaps even expand on it (take away Vayne's %hp true damage and give her guaranteed crit? no? i guess i just hate Vayne lol). Basically give more guaranteed crits to champions where it makes sense, this way these champs retain their power but both sides have the ability to play around it.
Now what about Crit Chance? I think we should replace it with something similar, something that gives increased windows of damage opportunities, but that can be played around so that whoever is luckier doesn't win purely off of that. I am not the greatest at this but I came up with something similar to Cait's passive or a stacking mechanic.
So Crit Chance will be replaced with Adept Strike (Temp Name, WIP). Let's say you buy an item with like 10 Adept Strike on it. Every time you attack an enemy it adds 1 stack out of 10 of Adept Strike to that enemy. Now if you attack 3 enemies once, they will all have 1 out of 10 stacks and this will remain for a long time. Your 10th attack will consume the stack and will act very similar to a Crit.
Now lets say you buy 30 more Adept Strike, you now have 40, so your auto's will give 4 out of 10 stacks. If you attack 3 times, your 3rd auto will Strike and they will be left with 2 out of 10 stacks because 3 Auto's is 12 stacks, it only requires 10 to Strike so there is 2 stacks left over. This is your incentive to buy more Adept Strike. Infinity Edge doesn't need to be changed because it will just increase the damage of the Strike.
The issue with this is it makes Crits more reliable, sure 50% crit means you will generally Crit every other auto but it is random to a degree and you may not Crit that often. This mechanic will guarantee you crit every other Auto, so in order to balance this there are a few options. A) You reduce the damage of the Strikes and add in more options to increase this damage so they need to build more items in order to hit their powerspikes or B) You add a new stat to defensive items that increase the total stacks, like Randuins can add like X amount of Adept Strike Stacks required for every X% of Hp/Armor.
I am well aware my mechanic is not a perfect system, but lets be honest here, Crit Chance is far from perfect itself. It is unreliable, it is not very clear, and it doesn't give a fair experience for either player. This kind of RNG needs to be removed, i understand there is a lot of issue with the Jungle Plants but we have been living with something similar for a very long time. Critical Chance is just not a balanced mechanic until late game when ADC's have so much of it they are basically Critting every hit. Which still isnt very fair to me, but its a lot more fair then "OMG if i had just crit i could have got them both" or "omg I played way better but they got 3 crits in a row and I died because of it!".
So I am looking forward to your opinions and criticisms, if we can come up with a good mechanic, it is entirely possible Riot will see it and at least try it out.

. and some of these choices can be argued against. Now of the 15 i picked out. They RELY on crit. This is their main source of damage. Most are ADC's or auto attack heavy champions. Others its implemented into their kit. Now we have items that counter crit. Every single armour item in the shop reduces the damage crits do. Plus, Randuinns Omen REDUCES crit. So at this point we can argue that Crit isnt unhealthy because there are so many things to counter it and a very small champion base use this.
-teed anything? This is supposed to be unpredictable because thats what you are getting. A chance to deal double damage, but lack in actual damage itself. The game can never be perfect. But your system puts a idea where the game can become too predictable.