An Idea to rework crit to be healthy
So, over the years, many things have been changed, while some baseline stats remain the same, crit remains....the most problematic one, an early level 1 critical strike can ruin anyone's day, but here's my idea...
Critical strike >>>> Impact
Impact increases the base damage of your auto attacks while additionally ignoring a portion of the targets armor, IE let's say
now gives 10% impact, this means your auto attacks (and enhanced auto attacks) now do 10% more damage then normal and ignore 5% of their armor...additionally, impact would cap at 50%, but this would be possible to exceed with the use of certain items (also certain champs could exceed it aswell) but the armor ignorance would cap at 25% examples are as follows:
can give 25% impact, which exceeds the impact cap, increasing dmg by another 25%, or tryndamere could achieve an extra 35% impact with his passive, allowing a total 110% impact, now these are just examples but it would be far easier to balance then crit current is, as the ability to just randomly get 200% dmg on an AA isn't exactly what I call healthy gameplay
Give me your thoughts on this change