Quote:

Originally Posted by

**Thubgar**
I think it could be made more useful by turning it into a % damage increase rather than crit chance.

There are a few problems with this concept, as I see it:

If you mean it should be a FLAT % increase, then why not just scale her better?

*e.g. "Passive: Ashe's damage increases every X levels"*

**(Ashe's AD increases by ~2.85/lvl)**

If you mean there's a CHANCE she'll do a % dmg increase, then what governs the chance? and how is that better than crit?

*e.g. "Passive: Every X number of attacks / There is a Y% chance that, Ashe's next auto attack damage is increased by Z%."*

**(Ashe's critical strike chance increases by 3 / 6 / 9 / 12 / 15 / 18% every 3 seconds while not attacking - Critical Strikes are 200% dmg)**

I, personally, like the idea that Ashe's Critical Damage is increased/lvl or every 3 seconds like her passive.

*e.g. "Passive: Ashe's Critical Damage is increased by 10 / 20 / 30 / 40 / 50%"*

*e.g. "Passive: Ashe's Critical Strike Chance AND Critical Strike Damage increase by _% every _ seconds. (Max. 100/50%)"*