Thread:Willbachbakal/@comment-1920550-20150512100119/@comment-1920550-20150623163204

Hence why current crit items would reduce the amount of autos for a crit to happen...say Phantom Dancer, instead of giving the 35% crit chance, would reduce the number of autos by say 4 or 5...add an item with a crit modifier of choice that adds another reduction...say 2 autos...with the crit modifiers being different...that way you can still maintain the lategame 2 item crit build, but it wouldn't be as core on every character...by having the starting number at 10, you are very rarely going to land 10 shots on a character, thus avoiding the "lane lucky crit" that screws over early trades...but in the lategame with enough "crit chance" items and attack speed items and steroids, you'll be landing a crit a second....which to me should be the corner stone of a lategame ADC build...

The viability of Smite Hunters has some of the same issues as LoL...in their World Series 4 Hunters were played out of the 11...Anhur, Apollo, Rama and Ah Muzen Cab...


 * Anhur is an early to mid game ADC with tons of AOE power (think Graves). He also has a "Condemn" combo like Vayne.


 * Apollo is an all-rounder that scales into all stages in the game (think Lucian). Super mobile, decenct CC, high damage.


 * Rama is kind of the same as Apollo, except his passive is a secondary stat, "Astral Arrows", Q is Twitch's ultimate, that can be used when you have generated arrows...his W is a passive that gives him the chance to generate and pick up extra arrows when he lands his Q with an attack speed steroid as an active. His E is Vayne's Tumble. His R is Xerath's ultimate...except they have airborne status, where you fly up and bombard the enemy units.


 * Ah Muzen Cab. A tier 2 ADC, used as a counter pick...attack speed steroids, DoT based damage and massive healing reduction, excelent duelist.