Just an idea for crit items.
So I was thinking about crit, and Infinity Edge is a really strong item, going so far as to make your attacks deal 2x damage every time you crit. So with this item alone you're increasing your damage by a lot because it offers a lot of damage. I think it might be better for ADCs to invest in their damage more across their builds rather than just loading it all up on "I have 50% crit, so 50% of the time I deal 2x damage". I think it'd be cooler if it's like "I have 50% crit, and 50% crit damage, so I deal 50% more damage 50% of the time. I have a suggestion to rework most of the crit items themselves. Here they go:
Cloak of Agility:
Cost: 400
Critical Strike Chance: 10%
Sidenote: Basically halving the cost and crit chance so that you can get 20-30% crit at a decent rate but can't just buy 3 of them and have 60%. You'll only be able to have room for some so you'll need a complete item eventually.
Infinity Edge:
Components: BF Sword + Pickaxe + Cloak of Agility + Cloak of Agility
Cost: 3400
Attack Damage: 70
Critical Strike Chance: 10%
Unique Passive - Critical Strike chance is increased by 10% for every 10% of your Critical Damage(maximum of 40% Crit Chance).
Side Note: Infinity Edge is always a really strong item because it increases your critical damage to 2x your basic attack damage just from it's passive. There's no scaling to it and all you need is one other crit chance item to have this happen basically every other auto attack. There's another issue I think personally is that crit damage shouldn't be on an item that GIVES YOU damage. Crit Chance should be built for that. Don't stop reading from here though, I have some suggestions to other items to make this good for ADCs.
The Lightbringer:
Cost:3000
Attack Damage: 50
Critical Strike Chance: 30%
Unique Passive - Critical Strikes cause enemies to bleed for an additional 90% of Bonus Attack Damage as magic damage over 3 seconds and reveals them for the duration.
Unique Passive - Trap Detection: Nearby enemy stealthed traps are revealed(but not activated) in a slim cone in front of the player.
Unique Active - Warding: Consumes a charge to place a stealth ward that reveals the surrounding area for 150 seconds. Holds up to 3 charges which may be refilled upon visiting the shop.
Sidenote: I gave the trap detection passive a tweak to make it so that playing against a champion like this doesn't completely remove counterplay. I also gave it the warding passive instead of it's old passive to make it so that it might cause champions who would buy this to hopefully assist in warding more often. I've also always liked this item and would love to have it on SR. I don't see it becoming too big of a problem.
Sidenote#2: Wicked Hatchet would obviously also be added, I'm just too lazy to add it in here.
Essence Reaver:
Components: BF Sword + Caulfield's Warhammer + Cloak of Agility + Cloak of Agility
Attack Damage: 70
Critical Strike Chance: 20%
Unique Passive - 10% Cooldown Reduction
Unique Passive - Gain increasingly more Cooldown Reduction from Critical Strike Chance provided by other sources(Maximum 20% Cooldown Reduction at 30% Critical Strike Chance).
Unique Passive - Critical Strikes restore 3% of your maximum Mana pool.
Side Note: This will be the only other critical strike chance item. You'll be able to get up to 75% critical strike chance with ONLY Infinity Edge provided you buy enough Crit Damage. Again, it is a damage focused item so it will give critical strike chance, so that your auto attacks are able to deal more damage, but neither item will give Crit Damage. Also you'll only be able to get 80% crit chance if you don't buy essence reaver. It's also pretty much exactly the same as before.
Brawler's Gloves:
Cost: 350
Critical Damage: 10%
Sidenote: Just changing the Crit chance to Crit Damage
Zeal:
Cost: 750
Attack Speed: 15%
Critical Damage: 10%
Unique Passive - +5% Movement Speed.
Statikk Shiv:
Cost: 2100
Attack Speed: 35%
Critical Damage: 20%
Movement Speed: 5%
Passive: Moving and attacking will make an attack Energized.
Unique Passive - Shiv Lightning: Your Energized attacks deal 60-160 bonus magic damage(based on level) to up to 5 targets on hit (deals +65% bonus damage to minions and can critically strike).
**Runaan's Hurricane:
Cost: 2100
Attack Speed: 40%
Critical Damage: 20%
Movement Speed: 7%
Unique Passive - Wind's Fury: When basic attacking, bolts are fired to up to 2 enemies near the target each dealing (40% of Attack Damage) physical damage. Bolts can critically Strike and apply on hit effects.
**
**Phantom Dancer:
Cost: 2100
Attack Speed: 45%
Critical Damage: 20%
Movement Speed: 5%
Unique Passive - Spectral Waltz: While within 550 units of an enemy champion you can see, +7% movement speed and you can move through units.
Unique Passive - Lament: The last champion hit deals 12% less damage to you (ends 10 seconds after not hitting).
**__
**Rapid Firecannon:
Cost: 2100
Attack Speed: 30%
Critical Damage: 20%
Movement Speed: 5%
Passive - Moving and attacking will make an attack Energized.
Unique Passive - Firecannon: Your energized attacks gain 35% bonus Range(150 range maximum) and deal 50-120 bonus magic damage (based on level) on hit.
Attacks become Energized 25% faster.
Energized attacks function on structures. **
Side Note for all of the attack speed items: I'm not sure how the gold efficiency would change for these items as aside from infinty edge, this stat hasn't really been introduced, and even then it's only compared to the item itself. However it basically increases an attack's effectiveness so until I get some help on it's gold efficiency, I'm going to compare each 1% of Crit Damage to 1 AD, even though that isn't likely to be accurate at all. I expect the item costs to be a bit higher honestly but for now I'm just gonna leave it like that.
Overall I think ADCs could potentially be stronger late game but crit chance will be more costly to get. You'll actually need your infinity edge/essence reaver/lightbringer before your crit damage items go into effect. Of course you can offset that early by buying a cloak of agility to have a bit of crit chance, but it won't be near as effective as having the actual crit chance item. I think most ADs get like 2 attack speed crit items, so that'd be about 40% crit damage so 1.9x crit damage. Less than IE unless you get more, but then you'll be losing out on other items like mercurial, BORK, lord dominiks, etc. I think it could give some meaningful choices to ADCs while also not making them overbearing or super weak.
In addition to this I think crit damage should only affect the abilities that rely on it(like Xayah's E) with crit chance having no effect. Either that or crit chance being the one that's affecting it since the other way it might actually give Xayah a huge advantage. Honestly this might not change much but it'd be interesting to see how it'd play out, and honestly I'm tired of IE being basically the go to item.