User blog comment:Willbachbakal/(Item Concept) A New Kind of Crit/@comment-4290320-20150703164308/@comment-1330314-20150703165522

I used to really like the idea of crit acting as a constant autoattack damage multiplier, but now I think it might not be the best idea: aside from the fact that it doesn't add any gameplay to the mechanic, it also completely removes some of the effects that make it interesting (namely, its explosive power) and make it completely flat. The end result would be that marksmen would just have constantly super-flat power expression, and would likely feel less interesting as a result. Your proposed rework also seems like a nerf, and I think if crit were genuinely too powerful that could easily be solved through number changes.

I don't really feel the above set of changes would lead to any kind of unreliability; rather, the fact that crit would consistently apply every three strikes would make it far more reliable and predictable on both sides, while also preserving the bursts of damage crit currently provides. Because such a mechanic is also purely dependent on landing attacks and abilities, which isn't too independent of power level (it's dependent on attack speed, but that's not an easy stat to just massively increase, and doing so comes at a cost to crit damage), I also don't think such a system would be snowbally at all. The advantage to a system like this, as opposed to a per-autoattack boost, is that it would also allow champions and items to have more interesting effects attached to crit: in the case of, for example, Gnar gets to move really fast on every "crit" (under this system) for a few seconds and deal tons of percent-health damage, whereas a per-autoattack movespeed boost and damage steroid would feel a lot less interesting.