Talk:VPBE/@comment-33536623-20150820061821/@comment-1330314-20150820130235

There are some minor differences between Emptylord's and my versions of the above new crit system, but the core concept we worked on together is the same.

In its current state, crit is problematic because it's a) heavily unstable unless stacked, and can make some laning situations flip at the toss of a digital coin (this is probably its biggest flaw), b) a large source of power but not of gameplay, and c) a mechanic that feels unfair in some circumstances, as winning or losing a fight based on a "lucky" crit feels more like one player got cheated by the system, and less like a fair win. On the flipside, crit isn't something you can just get rid of, not just because it represents a huge source of power for an entire class of champions (you'd have to increase the autoattack damage of marksmen by about 75% to equate an average full build with crit items), but also because it offers unique and potentially interesting power (it gives marksmen explosive damage, for example, and prevents the class from being one super-predictable monotonous damage pump).

The idea behind the above crit system would be to a) add gameplay to crit, b) keep its explosive power without making it dependent on RNG, and c) expand its potential to allow for far more interesting crit inputs and outputs (crits would be somewhat reliably paced, so you could add more interesting effects to them beyond just extra damage). The current crit system doesn't really allow for direct integration into champion kits, and when it does it's either turned into a completely different system (e.g. ) or full of problems (e.g. and his super-cheesy early levels, or  and his really snowbally doubled crit chance). By contrast, a three-strike crit system would cause some effects to be ready-made for inclusion, and rebranding some effects as critical strike effects would allow for new ways to toy with them via champion kits and itemization.