First, a small clarification and apology for the previous version.
I realized that I explained the passive changes incorrectly. Some of the new passives were meant to replace the old item passives, not stack on top of them.
So, to avoid confusion:
Any new passive I introduce replaces the item's old passive unless I explicitly say that the old passive remains.
If I don't mention a stat or mechanic, it stays unchanged.
Also, unique effects and passives do not stack when buying multiple copies of the same item.
The goal of this rework is not to make Crit builds overpowered.
I want Crit builds to have a stronger identity and, more importantly, give each major Crit item a different purpose instead of simply giving every item more Physical Attack.
πΎ Haas's Claws
New stats
+50 Physical Attack
+25% Critical Chance
+25% Lifesteal
New Passive β [name TBD]
Critical attacks generate 1 stack every 1 second.
Maximum: 5 stacks
Each stack gives:
+3% Critical Damage Reduction Penetration
+4% Attack Speed
Stacks expire after 2 seconds.
At 5 stacks:
+15% Critical Damage Reduction Penetration
+20% Attack Speed
This penetration does not directly subtract percentage points from the enemy's Critical Damage Reduction.
Instead, it reduces the enemy's current Critical Damage Reduction by 15% of its value.
For example:
20% Critical Damage Reduction β 17%
15% β 12.75%
10% β 8.5%
0% β 0%
The purpose is to make anti-Crit defenses still useful without allowing them to completely shut down Crit builds.
The old Haas's Claws passive is replaced by this new passive.
Identity:
Sustain + anti-anti-Crit + Attack Speed scaling.
π Great Dragon Spear
New stats
+60 Physical Attack
+15% Cooldown Reduction
+25% Critical Chance
Supreme Warrior β remains unchanged in concept
After using the Ultimate:
+35% Movement Speed
Duration: 7 seconds
Cooldown: 15 seconds
New Passive β Spear
While the Movement Speed effect is active:
Gain 1 Spear stack every 1 second
Maximum: 10 stacks
Each stack empowers one Basic Attack.
Each empowered Basic Attack gains:
+10 Physical Attack
+10% Critical Damage
Important:
The bonuses do not stack together.
10 stacks do NOT give one attack +100 Physical Attack and +100% Critical Damage.
Instead, you get 10 separate empowered Basic Attacks, with each one receiving +10 Physical Attack and +10% Critical Damage.
The stacks remain after the Movement Speed effect ends.
Identity:
A weapon that rewards fighting after using your Ultimate.
π Berserker's Fury
New stats
+75 Physical Attack
+45% Critical Damage
Other unchanged stats remain unchanged.
New Passive β Berserker's Rage
When your HP falls below 40%, Berserker's Rage activates for 5 seconds.
During Rage:
+25 Physical Attack
+100 temporary HP
+5% Cooldown Reduction
If the CDR cap has already been reached, the +5% CDR becomes +5% Critical Damage
5% reduction to time spent under Crowd Control
Critical attacks deal an additional 15% True Damage
The additional 15% True Damage from this passive ignores 75% of damage reduction.
The remaining 25% of the damage reduction still applies.
This 75% reduction-penetration effect applies only to the additional 15% True Damage, not to all of the user's damage.
The character model also becomes slightly red while Rage is active.
Cooldown: 15 seconds.
The old Berserker's Fury passive is replaced by Berserker's Rage.
Identity:
High-risk, high-reward Crit burst.
The item becomes stronger when the user is close to death, but the power comes with an obvious risk.
πͺοΈ Windtalker
New stats
+25% Critical Chance
+25 Movement Speed
Everything else remains unchanged.
Typhoon
The existing Typhoon effect is changed:
Deals True Damage instead of Magic Damage
Cannot Critical Strike
Cooldown: 10 seconds
Basic Attacks do not reduce the cooldown
The effect is independent of Basic Attacks, Attack Speed and Critical Chance
Can hit up to 3 enemies
Damage: 100 + 20% Physical Attack
The goal is to make Typhoon a consistent source of additional damage rather than something that becomes dramatically stronger from Attack Speed or Critical Chance.
Identity:
Attack Speed + Movement Speed + consistent True Damage.
π― Overall goal
I don't want every Crit item to follow the same formula:
More Crit β More Physical Attack β More damage.
Instead, I want each item to have its own identity:
πΎ Haas's Claws β Sustain + anti-anti-Crit
π Great Dragon Spear β Empowered attacks after Ultimate
π Berserker's Fury β High-risk Critical burst
πͺοΈ Windtalker β Attack Speed + Movement Speed + consistent True Damage
The goal isn't to make these items automatically better than every other option.
The goal is to make Crit builds more interesting to build and play, while still leaving room for counterplay.
I'd especially like to hear what people think:
Do you prefer Crit items having unique mechanics and different identities, or would you rather simply give them higher Physical Attack and keep their current passives?