PRECISION: How To Balance Ashe [Suggestion]
The biggest issue with balancing Ashe is how diametric she can be, either an unbearable perma-slow tyrant or simply food for even the greenest of Assassins. This can be both frustrating for Ashe players and her opponent's alike. Despite seeing numerous adjustments, her concept is definitely feeling its age with how much the game has changed. Though, it might seem like a rework would be needed, just a few tweaks would really breath life it to this previously well designed kit. The following is my suggestions.

Passive:
Ranger's Focus -New- Ashe builds up Focus by attacking. At maximum Focus, Ashe's next attack consumes all stacks of Focus, temporarily increasing her Attack Speed and transforming her basic attack into a powerful flurry attack for the duration.
While Ranger's Focus is inactive, Ashe is granted Focus for 4 seconds on attack, stacking up to 4 times. After 4 seconds, each stack thereafter will fall off every second. Upon triggering, for 4 seconds, Ashe gains 20/30/40% Attack Speed, and her basic attacks fire a flurry of arrows dealing 21/23/25% AD per arrow. During this time, she does not stack Focus. Ranger's Focus applies Frost.
Ashe's old Focus passive gave her something to plan around, much like Caitlyn, Jinx, and Lucian, but was a bit too powerful. Her current passive really ties her down into one kind of playstyle and does not allow as much verity in her build as other ADCs. Her current Ranger's Focus is a very neat ability, but being stuck behind a Mana wall on top of its conditional casting for Q ability that is suppose to be your primary source of damage as a champion, feels convoluted and choppy at times. By moving it instead to her passive, it frees the ability up while making her feel more like an ADC.
Q:
Leaping Shot -New- Cost: 40/30/20/10/0 Mana Range: 475
Ashe swiftly leaps and fires a powerful attack.
Leaps to target location, vaulting any terrain that can be dashed through, and performs an empowered auto attack during the leap. If a valid unit is not targeted by the initial cast, Ashe will auto attack the nearest enemy unit if available (but not neutral monsters unless specifically targeted) and prioritize enemy champions. The auto attack from this ability gains 50/100/150/200/250 range and deals 5/10/15/20/25 (+50% Attack Damage) (+50% Ability Power) bonus magic damage. Leaping Shot applies Frost. If an enemy champion is struck by the attack from this ability, the slow from Frost is doubled.
League has really changed since Ashe first made her way to the Fields of Justice. Mobility is everywhere, and though being able to slow is nice counter to movement speed, it does little against dashes and other hard engages. At times it can feel like Ashe is playing in an entirely different game, one where she is immobile and everyone else is not. Though people once complained about the mobility creep, it has now become the norm. With nearly every other ADC having some form of mobility, even a simple speed increase, Ashe feels out of place being a squishy target without such. Positioning is very important with her and all champions, but giving her something to react to all these changes that have happen, is not only healthy for her, but makes playing and watching her more dynamic and fun. I feel this ability gives her that, as well as remaining thematic to her character, fitting well with her current splash art.
W:
Volley -Changed- Cost: 50 Mana Range: 1200
Ashe fires 11 arrows in a cone for increased damage.
Fires arrows in a cone, each dealing 20/35/50/65/80 (+100% Attack Damage) (+15% Ability Power) physical damage. Enemies can block multiple arrows, but only take 0/5/10/15/20% damage from each additional arrow. Volley applies Frost.
Volley has had its ups and downs. Currently its a great early game deterrent without being oppressive, yet falls off hard late game, where most champions simply ignore its low damage and minimal slow, getting out poked and damaged by the likes of Jhin and Varus. Its still going to be doing the same damage at ranged, but now if a Rengar jumps on you and does not manage to one shot, you can aptly respond by pumping his belly full of arrows.
E:
Hawkshot -Changed- Cost: No Cost Range: 25000
Ashe sends her Hawk Spirit on a scouting mission anywhere on the map.
Reveals terrain as it flies toward target location anywhere on the map and reveals hidden traps at its terminus. Grants vision for 5 seconds. Ashe can store up to 2 charges of Hawkshot.
Minimal change here. The global range increase was one of the best buffs this ability ever received and currently is all around great ability. Slight change of revealing traps in the targeted location gives just a bit more utility and helps a squishy carry avoid an unfortunate demise.
R:
Enchanted Crystal Arrow -Changed- Cost: 100 Mana Range: 20000
Ashe's attacks slow their target. In addition, Ashe can fire a missile of ice in a straight line. If the arrow collides with an enemy Champion, it deals damage and stuns the Champion, stunning for longer the farther arrow has traveled. Surrounding enemies also receive damage and are slowed.
Passive: Ashe's basic attacks and abilities apply Frost to affected enemies, slowing them by 10/20/30% for 2 seconds. Abilities that apply Frost before gaining a level in Enchanted Crystal Arrow or while it is in cooldown slow for 5% for 1 second. Passive benefit on auto attacks is lost while Enchanted Crystal Arrow is on cooldown.
Active: Launches a crystal arrow of ice that stuns the first enemy Champion hit, up to 3.5 seconds based on the distance the arrow traveled, and deals 200/400/600 (+100% Ability Power) magic damage. Surrounding enemy units take half damage and are slowed for the same amount of time.
The age old issue in balancing Ashe is her slow, keeping it from being entirely oppressive while actually making it useful. Much as I would have like to made Ashe's Q into an attack steroid and slow while active, similar to her old Frost Shot and Miss Fortune's W, I feel for balance sake and keeping a unique identity for her, it would be best to move the Frost feature to her Ultimate. This way, she will not be overbearing in the early game, having very set power spikes. This allows Ashe players to consider whether Ult-ing a target and trying to burst an enemy down with the potential for them to get away, or using her slow to get enough damage in and Ult as a finisher.
http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Ashe_0.jpg
So, those are my considerations to help bring balance and new life to Ashe. What are people's thoughts? Anything you would change or keep the same? Thanks for reading, have an awesome day, and remember to always: "Stay on target."