User blog comment:Emptylord/Sandbox/Custom Patch Notes/@comment-4068613-20140214033305/@comment-1330314-20140302015412

That's sort of the point: crit as it currently exists in LoL is a remnant of RPGs at a time where randomness pretty much defined everything. In League itself it's a relic of a time when gameplay was actually pretty significantly random, particularly with the now-dead dodge stat playing a big part in gameplay. Randomness in a game that is meant to be purely defined by player skill is not healthy, particularly when it obfuscates gameplay potential (as is the case with crit on live). The "unintuitive" math on Infinity Edge is pretty much the same as the math for Rabadon's Deathcap (and is functionally the same), and is in fact less complicated than the current math required.