+
are the primary offenders.
back in the ""tank"" update, adc itemization got seriously buffed. Stronger stats and/or made cheaper. Infinishiv is the strongest example, but the whole of their items were made easier to get earlier in the game. Then preseason came along and removed armor quints, armor reds, siegemaster, legendary guardian, fearless, and tough skin that protected from their damage source.
Fearless is particularly relevent, stopping a large amount of the burst damage from infinishiv, which was already horribly underpriced for its power advantage.
A few things ought be done to resolve these issues, and it starts with critical strike. The stat is both much too cheap and has far too much random success cases at early amounts.
sets the standard at 40 gold per % crit chance, and it really goes to show how rediculous that is for how much it impacts the power curve of adcs.
As a raw stat, it could stand to be raised in price by another 50%, so
becomes 600g and
becomes 1600g from 1200.
would be 1200g under this costing, so maybe have it be the "B.F. Swrod" of the stat, costing 1000 or 1050g and making up the difference in its final item cost.
goes to 3800g from 3400 (Combine cost 425 -> 625 or 575g)
goes to 3800 from 3400 (combine cost 200 -> 400 or 350g)
The second issue is the random nature of the stat. The best solution I can think of is to make each % crit chance cause your attacks to build up crit on a target. If an attack will build the crit over 100%, it results in a critical strike, and any remainder overflows.
So say you have
granting 40% crit chance. The first two attacks build up 40% each, and the third attack on the target will critically strike, causing the remainder of 20% to spill over. The next attack adds up to 60%, and the one after will be another critical strike at 100%. In this way, adcs building crit will still deal their sustained damage and result in overall the same number of crits in an extended fight, but can't get random crits winning single trades through no skill of the player.
would need a rework of course, but it could be as simple as adding a damage multiplier for its arc by a flat amount for your crit chance.