I was thinking a lot about the current state of Crit Chance, and I personally think it's bad so it needs to be changed.

It's really bad that the current gameplay for most ADC's is based on Crit Chance.

Most of the duels/fights you are gonna win if you just simply get more Crits than the enemy.

And I've seen this A LOT of times.

Like for example, if the game was a game of normal 5v5, and both teams had the same composition, the composition that would win the fight would be the one in which the AD Carry Critted the higher amount of times.

This is absolutely maddening when your potential of winning is highly based on pure luck.

So, me and my friend came up with a new idea.

Why don't you make it that the Critical Chance STACKS each time you auto attack?

For example, if you had 50% Critical Chance, you would do Critical Damage each second Auto Attack. (1/2)

If you had 75% Crit Chance, you would do Critical Damage on 3 Auto Attacks in a row and then you would Auto Attack without a Crit. (3/4)

80%? Every 4 out of 5 Auto Attacks you would do Critical Damage. (4/5)

99%? Every 99 out of 100 Auto Attacks you would do Critical Damage. (99/100)

25%? Every 1 out of 4 Auto Attacks you would do Critical Damage. (1/4)

1%? Every 1 out of 100 Auto Attacks you would do Critical Damage. (1/100)

And the list goes on, you get my point.

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To explain it a little bit better, here's a full explanation for 75% Critical Chance:

You do an AA and you get 75%.

You do another AA and you get 75% + 75% = 150%.

Since the Crit Chance passed 100%, your Auto Attack will do Critical Damage.

Of course, since it did Critical Damage, the full Crit Chance is reduced by 100%, which gives us 50%.

You do an AA and you get 50% + 75% = 125%.

Again, Crit Chance passed 100%, your AA does a Crit Damage.

You subtract 100% and you get 25%.

You, again, do an AA and you get 25% + 75% = 100%.

Since the Crit Chance got 100%, you, again, do an AA with Critical Damage.

You subtract 100% and you get 0%.

You do an AA and get 75%.

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From this point, you will probably understand what am I trying to do here.

This would make it a little more strategic, and if you had low amounts of Crit Chance, you would try to save those AA's for the teamfights or something. You would KNOW when you're about to Crit. It will not be RANDOM. This is my whole point. It will create counterplay too. I hope you at least consider implementing this or something similar into your game.

**TL;DR - I'm trying to make Crit Chance not RANDOM, but predictable or should I say STACKABLE. If you wanna know what I mean by this, read the full description.**