We need a change in Marksmen Philosophy (My ideas)
_I can't complain if I don't offer an alternative. I'm not happy with the current state of Critical Strike Chance marksmen. _
Quick Overview - Currently in the game, if you want to play a marksmen that builds critical strike chance, you play for late game but the problem is most of the time late game never comes. This leaves champions like Jinx and the alike feeling useless and irrelevant. Instead of nerfing lethality users or changing how the game flows to accommodate those left behind, bold changes to core marksmen items could be the answer. We should be looking at Critical Strike chance not as an RNG stat but players should by late game reach 100% critical strike chance through small critical strike chance percentages thrown into marksmen core items. Crit marksmen can be relevant early but not over the top allowing them to compete and be a threat while maintaining their late game presence.
** Cull** - I really REALLY like cull as a concept. I would change Doran's Blade into an melee only item, drop the price so melee's can buy 2 potions. Let's make Cull a marksmen exclusive item and name it Doran's Bow. 5 AD and 5 health on hit, but let's give it a similar passive to the old Avarice Blade.
Infinity Edge - Increase the Attack Damage, remove the 20% critical strike chance. Keep the current passive. NEW PASSIVE: Every Auto-Attack against a champion increases your critical strike chance by 5% up to 50%. Drops off 10% at a time when not in combat with an enemy champion. (visual meter needs to be added for critical strike stacks for clarity)
Phantom Dancer, Hurricane, Rapidfire Cannon - 20% Critical chance instead, increase attack speed substantially and movement speed percentage increased.
Statikk Shiv - 30% Critical Chance. 30%~ Attack Speed. NEW PASSIVE RANGED ONLY ACTIVE: When activated the next auto-attack sends out a shock-wave dealing X damage to champions, this shock-wave deals more damage if it crits.
Essence Reaver - 30% Critical chance instead. Attack damage reduced to 25~ Price drastically dropped to match Statikk Shiv's 2600g. Shares same passive name as Statikk Shiv so you have to choose between the two. PASSIVE CHANGE: Mana return is slightly less. Cooldown reduction is lowered to 20% when at 50% critical strike.
Lucian - I like Lucian's short range duelist identity and I want to push that to a healthy place. In addition to his current passive I would make it so Lucian can auto-attack freely while walking around instead of standing still. I would encourage players to build Crit on Lucian by making Piercing Light and The Culling scale on his Critical Chance instead of bonus/total attack damage.
Jhin - This is my most controversial opinion and I don't expect to many people to like it. But personally Jhin's reload is the only thing holding me back from absolutely loving this champion. I understand why it's there. But I feel changing his passive so he gets less over all AD in favor of never having to reload would make him more satisfying to play. I would keep his auto-attack speed the same. Execute is the same on his 4th auto-attack but less. This would push Jhin to not rely so heavily on his spells because they will do significantly less damage, but still respectable amount. He would still be able to keep his "4" fetish.
Graves - I saved the best for last. Graves is my most played champion. I really like his shotgun technique but I terribly miss his old marksmen lifestyle. I often find myself late at night watching old gameplay videos wondering if he's gone forever. Well. Here's my suggestion. I think we should revert his rework a little. What I mean by this is keeping his current shotgun identity and moving that to an ability as a toggle that consumes considerable amount of mana when used. Everyone is familiar with how absolutely disgusting Graves can be if you build critical chance. So here is my remake/demake. Graves uses a chamber above his gun to use normal (old graves) auto-attacks. Replace SMOKE SCREEN as a Shotgun Toggle. Everything about the current shotgun passive carries over, but each bullet he shoots consumes a massive amount of mana. END OF THE LINE remains the same. QUICK DRAW remains the same. COLLATERAL DAMAGE remains the same. Because of this change, jungling Graves is still possible but very difficult because of mana use of his shotgun bullets.
Yasuo - Needs mentioning because I changed all the critical strike items. Yasuo will still be getting 100% critical strike once he completes his Infinity Edge and a Zeal item. The only difference here is he will no longer have 100% up front anymore. He will have to auto-attack enemy champions to get there because of my proposed Infinity Edge changes. This makes him healthier to play against while maintaining that YASUO HIGH players get when they pop off.
Thank you everyone for taking the time to review my ideas. Let me know what you think. Let's start a dialogue that offers suggestions rather than just complaining. [slayer-jinx-wink]