User blog comment:HeresyHorus/Critical Strike Chance/@comment-4652200-20140414184219/@comment-24613667-20140414203349

To be fair, Trynd and Yasuo are aggravating to play against. They'll either not do enough damage to burst you because they don't have their core items, or they'll burst you and you probably won't be able to do jack about it. The fact that they can both easily reach 80%+ crit chance means that they will consistently do butt loads more damage than you, basically for free. In all other cases, you could easily lose a duel with 50% crit chance against someone else with 50% crit chance just because their crits proc'd more often. The more skilled player should win if both have the same stats, but luck says otherwise.

"- Make items that grant critical strike chance either interact with how much health your target have ( for every X health your target have, you will gain Y critical strike chance against it ) or interact with how much effective bonus health your target have ( for every X effective bonus health your target have, you will gain Y critical strike chance against it )."

This sounds like the best option, as it would allow high damage where it's needed (on tanks), but you would still have cases in which one player crits while the other doesn't (even if it's only a 2% chance). And if you build any defensive items, you're going to take more damage, which seems a bit counter-productive. As for the other two options, evasion was removed because it was also "random power" and guaranteed crits for a set number of attacks is easily abusable, just look at Ashe's and Caitlyn's passives.

Really, unless crit chance is changed to a flat, consistent damage increase based on items, levels, or whatever, there will always be times where one player will just get lucky and win a fight because of it. Unless they're playing Yasuo or Tyndamere, of course. :p