An idea for dealing with the RNG aspects of critical hit chance
I'm not that much of an expert on the finer points of League of Legends, but something feels wrong when a fed ADC can still lose a fight simply because the other ADC got 2 critical hits in a row with 20% critical hit chance, despite themselves having 70%. It's here I think we ought to look to Ashe
.
Quite simply, critical hit chance has a certainty on her. It will always increase her damage regardless, and only affects her slows. I know ADCs already had a rework fairly recent, but I believe it would improve their quality of life if some of them had their kit altered to incorporate critical hit chance more effectively.
Take Twitch for example. What if he had a lower base damage or it did base damage instead of true damage, but it was increased by critical hit chance IE: multiplied by (1+critical hit chance/100)
Or what about Jinx? Maybe her movement speed steroid could scale a bit with critical hit chance so if she does have a bad fight where the numbers don't go in her favour and she takes too much damage, then she get's away a little easier.
I know that this couldn't be applied to all ADCs, particularly those in a good spot right now or those that use alternate builds such as Ezreal. Hell, to be honest, there's a chance that it could result in them snowballing more easily and more often so I understand why people would be against this. As a tank main, I shudder to think about what a Vayne with a critical hit scaling ability could do.
It would also result in a lot of rebalancing, but I think ADCs that rely on critical hits to shred down opponents need a more concrete reward than maybe doing some more damage. That, and it might help those who flounder in the mid and late game.
Anyhoo, this was all just a ramble probably full of problems, but I certainly think this could help deal with the RNG Riot's trying to stomp out.