An potential (Yet extremely daft) idea to balance crit ADCs and their "counterplay" against melee.
This is a VERY long post.
What I have always thought about critical chance based marksmen is how "unrealistic" they are even in video game standards. You may say "...What the hell are you talking about." But hear me out.
They have NO RECOIL, but can shoot ACCURATELY HEADSHOT and RAPIDFIRE while MOVING. Let's say you play a mainstream shooter game. You would quickly know this is BUSTED. It is simply unreal.
So why not introduce a inner status called "Deviancy/Accuracy?". If you moved drastically (Such as a Tristana jump or a Xayah ult, dashed a long way) or fired your ranged weapon several times, this rate will change depending on champion and will affect your damage you will deal. Below is an (daft) example and is meant to expand imagination.
100% accuracy - This will do most efficient critical damage while applying infinity edge. 70% accuracy - The shot will deal critical, will apply infinity edge on a lower ratio. If you move more aim will deviate rapidly and IE damage will lower. Below 50% accuracy - Shot has strayed its mark. Champion needs to reposition.
Tristana - The large and heavy cannon she holds means her default accuracy while moving on foot will be 95% ,Jump will cost 25% accuracy that will additionally rapidly deplete if she moves after. Rapidfire needs stabilizing if shot too often. E will regenerate accuracy.
Graves - Shotguns ain't about accuracy with that large recoil. BUT, Graves is buff enough to hold the gun stable to a 100% for one shot while moving and using E once. But will rapidly deviate if gun shots more than two times, reloads.
Jhin - He has a large pistol, but is trained well in the Ionian secret society. (Meta reasons include since he is a champion with no escape) Default moving accuracy 100% and will not lower more than 50% and accuracy will increase if the target is rooted or is on a trap. 4th shot will do 100% accuracy.
So what will it bring into the game? Well I just thought for quite a while and came up with four.
1st is the "Potential reward for melee". If you make the marksman run, their aim will be unstable and cannot hit vital spots. Thus pulling in a marksmen with, say a Darius E is largely rewarded. Your whole team might benefit from that play!
2nd is the "Reward for picking immobile ranged over ranged with escapes" since they are planted to the ground, they get a tiny amount of accuracy points by default or more.
3rd is, "Rewards for playing support clean." If you are able to give room for you marksmen, the more safely and accurate they can shoot. (Also, no more excuses for marksmen to be in the wrong spot. Since it would now be their fault by game system that they cannot aim proper. Not by responsibility of support.)
4th is "Itemization" Now tanks bruisers can buy items that would deflect poorly aimed bullets, and crit itemization NEEDS to be lategame with this new stat introduced. Thus keeping us free from the 2nd powerspike nightmare we had last season. Even if something so broken as ardent censer arrives, what good it would do if their marksmen cannot aim?
Thank you for your patience of reading this post, with my poor grammatical skills.
(Note: Above was an idea inspired off from my favorite game "Armored core" which is a fiesta of ingame moving stats. IE: About how thick your armor is and if it has holes, how your scope has flailed due to concussion, how you balanced your weight of your robot on left to right. Has your targeting computer focused its darn lens. You get the notion.)