If anyone mentions Black Water Vials as an actual legitimate anti-critical evade tool, they've never used it before. It requires you to be in range, have 3m available and it essentially only lasts until the next turn when they move out of it. Not to mention the crafting cost of these things is an absolute annoyance to keep in line. So not only is it useless against anyone with critical evade that has a shred of mobility, (not to mention certain set ups are downright immune to Black Water) it also only lasts until the next turn effectively. Which can be great in teamfights, but it's generally not going to make a difference. This is even before considering the new star graphs.
I seriously implore people to understand the main problem of critical vs critical evade. Percentages are deceptive, reducing 50% chance to a 25% chance may seem like only '25%' of a difference but if you graph it or convert it into a proper fraction; you're taking 50% less critical hits on average. The argument of 'well, it wasn't a problem before' is a strawman, this has always been a symptom of an underlying problem with the critical race. You don't just ignore the symptom when it does become a problem.
There needs to be a rework that can retain the fun aspect of Critting while reducing the 'do or die' aspect of the mechanic and the suggestion of CEvade being converted to critical damage reduction is currently the solution I find most favorable.
I seriously implore people to understand the main problem of critical vs critical evade. Percentages are deceptive, reducing 50% chance to a 25% chance may seem like only '25%' of a difference but if you graph it or convert it into a proper fraction; you're taking 50% less critical hits on average. The argument of 'well, it wasn't a problem before' is a strawman, this has always been a symptom of an underlying problem with the critical race. You don't just ignore the symptom when it does become a problem.
There needs to be a rework that can retain the fun aspect of Critting while reducing the 'do or die' aspect of the mechanic and the suggestion of CEvade being converted to critical damage reduction is currently the solution I find most favorable.