What the actual hell is wrong with the balance team
There's a few things I feel that need to be discussed here. I realize I am only a plat player and obviously I will lack some of the more precise gameplay facts but my issue with the current and going forward state of the game as an ADC main is the fact that adc's literally have no ability to fight anymore. Unless by chance you are likely over tuned (kaisa, vayne at certain metas, hell even lucian) to the point that you just overshadow other adc choices. I believe a lot of this stems from the fact you wanted to make the games "quicker or bloodier" since it likely entertains the viewer base more during live streams or pro gameplay. However not to say that it's not entertaining to watch especially at pro level but you have essentially ruined solo q for adc's. Not only are our items expensive as hell but our build path usually with a few exceptions doesn't allow for any kind of early lifesteal and often alot of builds dont even have a lifesteal item especially if we need armor pen. For adc's to come online to actually fight especially for lower elo where the capacity to farm well is significantly lower and otherwise dealing with being dove by 4 mans constantly, but you have nerfed the scaling or even early game armor and magic resist. Now I know that change hit every champ but on a squishy target we are literally getting blown up in about a second or 2 "UNDER TURRET" where we are supposed to be relatively safe. Often these dives too are either by bruisers or even tanks that deal a significant amount of damage with little counter play available to us they hardly have to land cc anymore to kill us because we are actually too squishy to stand up to the damage and don't really have option to sustain through the damage especially early game. With games being decided often by a good dive that completely shuts us down to even stand up to the enemy laners after said dive. What is really tilting now is that after it happens once we have even less opportunity to outplay it a second time which happens more than I'd like to admit.
Going forward from what little I have seen of upcoming changes they do little to actually help us from this problem while I see that we will at least get some armor or mr choices; it isn't scaling which I think needs to happen simply for mid to late-game skirmishes and I believe if I understood the notes right it is only one choice of either mr or armor. Lets be real here most supports and most midlaners that we inevitably get roamed on do significant magic damage while yet the enemy adc and often jungler or mid etc are ad, what I am getting at is the fact there is hybrid damage in the game that all do obscene amounts of damage. Look I am not saying it shouldn't be possible to dive people under towers but if we are expected to somehow be funneled farm or to cs well we need to have the opportunity to so. If we are supposed to be the highest damage dealing class to front liners and objectives we have to have the survivability to get to the point of coming online right now our build path is rather slow and sure stormrazors was supposed to be a good item to help us into the midgame but you nerfed IE into oblivion which was the item we needed to actually carry games. IE is generally our 3rd item now which lets be real but games are even decided before that point most of the time the crit chance from Stormrazors and zeal items isnt enough to carry early skirmishes.
A few ideas to that can maybe be built upon Some kind of adaptive armor or mr rune either scaling or it switches from blocking ad to magic every 7 or 8 seconds (allows survivability from initial person doing burst but still allows other damage type to do damage as well without being too mitigated). Damage options maybe change the way Stormrazors interacts with its crit chance effect right now I feel like certain ad's use it better than others just because they can either reset it with their abilities channeling or they get cc'd and luckily resets then, but the ones that continuously auto attack or seem to get one use out of it on the first initial attack. Maybe still have its reset timer but also allow every 3rd or 4th attack to reset it as well. Or just look at some kind of other lifesteal effect for it during the crit maybe I dont know like I said I dont know everything that would help fix this issue but it is something really needs looking at. I understand this is supposed to be team game and fights are supposed to be aimed at protecting us but with the current auto attack ranges the amount of mobility on tanks, bruisers and a few assassins makes it pretty hard for us to effectively even teamfight or survive dives. While being bursted in .75 seconds because of the lack of survivability and excess damage on basically anyone that isn't an Adc
and
) are the most balanced class in the game.
, and other champs being ABSURDLY strong.