User blog comment:Qwertyfatcat/A different look on Crit/@comment-6000413-20140211113146/@comment-1330314-20140211115837

The problem with your proposition is that it fundamentally changes the way crit works, and completely alters the gameplay of every champion who uses crit in a way that may not actually work. The point of crit is to increase basic attack DPS overall, your change means you get no results until you land a lot of autoattacks against a target, whereupon you get a massive damage increase. This harms farming, as you shouldn't be landing any large amount of basic attacks on individual minions to clear waves, and makes crit even more useless until you build significant amounts of it, as otherwise it would take you far too long to actually land a crit in a trade. It also messes up abilities like and 's Qs, which are used as poke.

The main problem with this, though, is that it changes crit from a DPS increase that becomes continuous over time to an even less reliable chance at increasing damage. It also means you end up with excess crit values that offer no damage increase: if your crit chance is at 50%, any additional crit chance you have will be useless until you get to 100%, since the net effect would be that you'll always crit every 2 attacks. The same can be said for crit chance between 33% and 50%, between 25% and 33%, and so on.

You say a constant increase to basic attack damage is a bad thing because it reduces variability, but why is that a problem? Moreover, why would you even want variability in your basic attacks? You use autoattacks to last hit, trade and harass. All of these are situations in which less variability would actually be preferrable to more variability, since being able to accurately gauge how much damage you'll deal 100% of the time is better than leaving it to random chance.