Honestly, I don't see ever how these changes accomplish your goals. Ill go by the points and explain why:
- Crit users have an item path they are excited about.
So, crit items are all down to 25%, which is fine tbf, but to reach 100% critical strike chance you need to have 4 crit items. On top, IE still feels necessary for the attack damage that it gives and if you're not a mana-adc then ER will still feel bad. That's fine, but that means you have 3 attack speed items and 1 attack damage items to go through for your 4 items. That leaves only 1 slot left, which feels a lot worse than the current 2 spare slots. Especially since most adc's will still be building the storm razor because it just feels like an actually good adc item.
- Crit users have defensive options that fit into their core builds.
So, just phantom dancer? Which was already defensive? And actually scaled with sustain? And supports? I mean, be very honest, how much does a 280 shield really matter when the item itself has such low stats? At least throw something more to it, if you want it to be that item. Plus, why the hell remove the dueling characteristic of the item? The PD change feels horrible all over the place. And since now crit marksmen have to go 4 items crit (to feel good, or they are just off worse than before) it really doesn't give much room besides that for defensive options in their core build, unless they go literal stormrazor > fighter items. Which, where's the crit then?
- Crit users become more satisfying for all levels of play.
There's no good early item outside of stormrazor to be added, ER change doesn't make it a broader item perse and IE feels like a really gimped but mandatory lategame option. How will any of these items make them more satisfying to play?
Now I have been thinking myself about what changes to make and it's partially inspired by Phreak. Ill go by how I'd attack the goals step by step and then propose a couple of token changes:
- Crit users have an item path they are excited about.
- This means that at every item they should feel a spike, that is as standalone as possible as crit can be. At no point should an ADC feel forced into the rest of the items just because they are going crit. The multiplicity of crit, attack speed and AD already fulfills this roles quite hard so lets not try to force this even more.
- However, there should still be item "synergy" where items together work well. This means that build paths actually feel as such. An example can be drawn from fighter items because they do this well, while it shouldn't be drawn from tank items because they don't do this well: Fighter items complement weaknesses that never lock you in choice but the choices feel impactful. Tank items however are generally stat balls that hope to make the tank last longer at which point choices feel meaningless moreso.
- Crit users have defensive options that fit into their core builds.
Defensive options can exist in multiple variations. Sustain (lifesteal, vamp, regen?) , anti-burst (shields) and general (resistances/ %dr).
Since lifesteal is already very availlable for adc's, this is a lot less of a priority but it does mean that crit items shouldn't be locked into a 4 item path. Alternatively, crit items can be broadened to also have this option, but there is the chance both yasuo and tryn might poach that which is the major issue there. It could be a ranged only item though which would work. Anti-burst and general are the more likely 2 types of defensive options, and while these already exist outside of crit, only current PD does it somewhat. But that's very duel-focussed and doesn't offer much vs an assasin who kills you before you react. I have a very big opinion on defensive options for adc's though: They need to be a lot weaker, as they shouldn't be common to build, it feels bad for an assasin or diver to not be able to do their job.
- Crit users become more satisfying for all levels of play.
In short, I interpret this as crit has to be satisfying at 1, 2 and 3 items because low elo likes to brawl, aram earlier and doesn't generally get to experience end-game in a fair way. Farming up 5 items is harder and it's rare to reach sivir's 500 cs wincondition. So, there has to be competition for not only stormrazor, but also a solid 2 item and 3 item path.
Alright, so let's get into it. Firstly, I'd like to state that I'd be an extreme proponent for a systematic crit change (that goes along the idea of replacing chance with critical strike power, which simply amplifies all your attacks with that %damage, which can be done quite straight up but it also shouldn't take away too much of ashe's uniqueness. I have a lot of game design reasons why that's the actual way to go, but that's a longer post, so let's just assume we're changing items only).
**- Zeal items: **
Currently
and 
I'd like to think zeal feels a bit bad to have to build in first item. A big reason for this in my eyes is the movement speed, as it doesn't really give much power until later on. Same with the critical strike chance. Besides that, there's a lot of daggers going into the items. So, let's do this:
:
Builds out of longsword + brawlers gloves, total cost - 1100 gold ( down from 1300)
- 15 AD
- 15% critical strike chance
Builds out of dagger, total cost - 1100 gold (up from 800)
Now also grants +5% movement speed
_Now zeal is a better farming item while shard is a better kiting item. And it gives a baseline AD to crit items. _
Same path, cost up to 3000, build path is now 1100 * 2 + 800
- 15 AD
- 30% attack speed
- 25% critical strike chance
- 5% movement speed
Same passive
Same path, cost up to 3000, build path is now 1100 * 2 + 800
- 15 AD
- 25% attack speed
- 25 critical strike chance
- 5% movement speed
same passive
Their path is probably more satisfying now to build earlier. These items look like they are good stand alone items but without AD they aren't really. These changes should help while keeping them balanced overall
(very experimental, drastic change)
Builds out of zeal and recurve bow, total cost - 3200 (up from 2700)
- 15 AD
- 40% attack speed
- 25% critical strike chance
- 5% movement speed
Spectral walts: Movement speed bonus down to 5%, radius down to 500.
Now has a new passive (replaces Lament) - Attacks against champions deal 1% current hp true damage, healing you for the same amount.
More focused on the dueling aspect. Dueling generally likes defensiveness but being able to focus out tanks without completely busting them (current IE) makes more sense. It also gives a slightly better feel for yasuo/tryndamere while reducing their overall PD spike (less crit) and the passive is slightly less powerful on them (since they are more around dealing the big crits)
(slightly experimental, doesnt need the energize if that's too much)
Builds out of kircheis shard and zeal, cost up to 3000
- 15 AD
- 25% attack speed
- 25% critical strike chance
- 5% movement speed
Wind's fury same
New passive (bolting strike?) - Now also energizes attacks, energized attacks deal 50 - 80 bonus damage and grant +20% movement speed for 1 second
As this item is often already complementary to on-hit builds as well as useful on some other crit marksmen (ashe and jinx come to mind), it feels in a good spot. It is however, generally build on less mobile champion and some of the movement speed could be shifted to the passive, but that part is not necessary, but this is the reason kircheis shard is in the path (also makes more sense the ms is still there this way)
Other items (spoiler, now also Zeal items)
Currently only
. That feels bad doesn't it? Let's change it. We have some room left to explore. With the zeal changes we can confidently say that build path's feel better early and midgame, there's some synergy but it's not necessary and Pd is already filling the sustain role without giving crazy lifesteal. So, let's propose some items:
Builds out of zeal + B.F sword + zeal, total cost 4000
- 70 AD (2250)
- 30% critical strike chance (1200)
New passive: The sharpest blade - Attacks against champions or epic monsters grant +5% critical strike chance, +5 AD and 5% armor penetration, up to 4 stacks lasting 4 seconds.
_Infinity Edge really should hit that fantasy of the marksmen dream where it makes you a damage god. Being a 3-item god is a bit risky though, so I think pushing it towards a high price is worthwhile, especially considering zeal items also gained a bit of power. However, it's risky if it's reverted to a burst item (anti-squish etc) so I made it more into a sustained dps item. _
Builds out of Zeal + Caulfields warhammer, total cost 3400
- 50 AD (1750)
- 15% critical strike chance (600)
- 10% cooldown reduction (250)
New passive: Dragon's patience - Grants +5% critical strike chance each 0.5 seconds up to +25%. This bonus is consumed on critical strikes.
New passive: Dragon scales (active) - Gain 20 armor and magic resistance for 5 seconds. Resistance penetration is 50% less effective on you during this time. (cooldown: 90 seconds)
_The concept of spear of shojin being a crit item is interesting, especially if it also keeps it's defensive aspect. Now I personally like the idea of keeping it as an overlap between fighters and marksmen so making it not be completely reliant on critical strikes feels better. _
Hextech shield-bow-cannon
Builds out of Zeal + Stopwatch + pickaxe, total cost 3400
- 50 AD
- 25% critical strike chance
Passive - Lifeline: After taking 300-1000 (based on level) damage within 3 seconds, gain 100 (+10 per level) adaptive shielding for 5 seconds, based on the highest damage type you took. Triggering lifeline activates Adaptive Blasting Protocol (cooldown 90 seconds)
Passive - Adaptive blasting protocol: For 5 seconds, gain 25% critical strike chance and critical strikes grant 20% of the adaptive shield.
So, apparently im at the character limit, but here's my concepts