ADC Powercurve adjustemt & balance idea
Kinda posted on this topic earlier already
But what i like to see is their power curve more in line with other champions since that will fix a HUUUUGE amount of balancing issues and will allow to finally start to address the diversity as well as fixing some item abuse problems
You see one of the reasons why ADC are so meta sensitive is because they are all the same, Ok that's a bit of an exaggeration, but their job is largely the same, So whoever does it the best is meta.
And then there is item abuse, we all know what happened with lethality and what is currently starting to repeat itself with the recent buffs. One of the main reasons for this abuse is to scale up faster and better into the mid game and to become ''relevant'' straight away. Personally i do not have much issue with adc's picking lethality for that reason it is totally understandable, but it has to come at a cost. There is some cost to it, though not enough, the trade off for less late game dps is difficult to assess considering the penetration but they will hit that spike later for sure.
The solution There is actually a very easy solution, first, naturally more power earlier in the game, at the cost of some of that late game. I'm talking more globally, class wide here. Does that mean there won't be hyper carries? No, but this will be a choice just like you can pick a late game mage or tank for example.
This also does not have to come at the cost of this class being strong at taking down tanks or objectives as they historically have been. However all those things can now also play a role in differentiating the ADC pool
The second part of the solution, Put some of their power behind On crit effects like
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Think of it this way, they can gain utility, defense, tank busting etc through item which add on crit effects. This will be much easier to balance.
Availability of Crit per item has to be lowered overall, removing some crit from existing items and put some on these on crit effect items. The other option is to simply put no crit on those on crit effect items so that one would have to pair them with a crit item but i don't like that part. I would rather the items work independently. Personally was thinking along the lines of 40-60% crit depending on build, this would be from items.
So to give an example of what this would look like, i will for now give all these on crit items the same exact stats of 50 AD, 10% crit, 10% AS reason for those stats i simple, it's choice, if you want to build 5 of them you can, but you wont have to. Anyway this is what i was imagining, we could rework the following items and they would gain the above mentioned stats and a new on crit effect Take those on crit effects with a grain of salt balance wise ok.
= Now refunds 1 s cooldown on abilities on crit
= Crits apply grievous wounds
= Crits deal double damage vs objectives and neutral monsters
= Crits ignore a portion of bonus armor
= On Crit deal a portion of total damage dealt, equal to your AD, as magic damage
Those are a few examples. And there could be a million more possible on crit effects
But let's look at the implications of what would happen when we are to change some of the existing items.
For example, the penetrating crits will make it so you can opt in to be very good at tank busting, but you will need additional crit to make this happen, as an adc this wont be a problem, this keeps them good at tank shredding if they choose to build that item, We won't see assassins tank bursting anymore with 5x penetration items for example, so this strengthens the adc's identity as a class thatis needed to deal with tanks. Alternatively Lethality while good early won't be that useful for adc's later anymore, at least not to the extend it is now, because it gives no AS or Crit it won't help with the on crit effects, might be able to get away with 1 of them though.
Now let's look at a different one, the last one on that list, the partial conversion to magic damage, this is very good for dealing with a more beefy team and you need something early, allows you to deal partly magic damage but only as much as you have AD and only on critical strikes, It allows to bypass some of that armor because you deal some magic damage too. It forces your opponent to invest in some mr too. And it can be a great help if your team is lacking magical damage.
Some other on critical strike effects which could happen just to give you an idea
Gain temporary bonus defenses, stackable, think something like + 5/10 with a cap ofc Might be useful when dealing with a lot of divers and fighters who are all going after your ass.
Or a phage like effect, like a decaying movement boost, something not too big since there is already the inherent range advantage. Useful for kiting
A decaying shield on crits, a little like bloodthirster, but now on crit you get a shield which decays over a shorter period, maybe with a cooldown and therefore could work well with the cool down refund on crit allowing for more shields for example Could be useful when dealing with excessive burst
Crits could slow or ground enemies or apply other debuffs, personally i would like about 10 different effects to choose from The only thing those on critical effect items will not have is lifesteal to help create meaningful decisions
Conclusion The reason this will help the adc class as a whole is because it will make them a lot more diverse and adaptable. If you are playing vayne for example you might opt not to go for penetrating crits due to having true damage in your kit, and instead opt into specializing into other things like being better taking down objectives instead. Some adc might want to enhance their natural kite capabilities, others might try to enhance different strengths. There will be options available to deal with all kinds of situations. You might want to opt into heavy damage and utility at the cost of defensive capabilities and sustain but that is ok because your support is soraka or janna. You can adapt to team composition a lot better, yours and the enemy. So as added bonus this will also help flesh out the support class better because the adc can adapt to their strengths too.
Less raw late game dps in exchange for greater adaptability and utility as well as gaining a better mid game and more diversity and choice between the different adc's as well as making them a little more self reliant.
Personally i think this is the best way to improve the class without butchering the class identity and strengths.