User blog comment:Deshiba/Are you Critting me !?/@comment-4952847-20130518175448

This is one of those good ideas with a bad execution. The good idea is of course, substituting crit chance dice rolls with something more substantial. The bad execution is the way charges can be abused, as someone already mentioned.

Now both sides will be able to count and predict crits, sure, but take into account that purple team's ADC normally has to leash their jungler, while blue team's does not, meaning purple ADC will more than likely be able to bring a crit into play at level 1 with just Brawler's Gloves.

While there are dozens of ways this advantage to purple team can be avoided by blue team's play, having a charged crit on hand for harass can promote stale gameplay as well, where both sides' ADC are holding a crit on hand and don't want to use it on minions because when they do, the enemy side will force a losing trade.

I think that if crits were to be changed to the way you suggested, there will be no basic tier crit items and all crit chance will have to be built as on-hit effect passives more than as an item statistic, because having a reliable crit at level 1~6 is just too much output for harassing.

Another way that might solve the problem is to have crit damage scale with level, that way people won't be dealing too much damage when trading in low levels.