Marksmen balance suggestion
I've seen a lot of people complaining about ranged adcs and think i have a solution that will help balance ranged AAs vs melee, differentiate between adcs, and also allow them to itemize as they like without it being ridiculous overbearing and causing other classes items of choice to be balanced entirely around them.
My idea is that ranged champions be given a 200-250 range sweet spot on damage from items within their current ranges that do current lvls of damage, with a damage fall off based on distance outside of that range vs champions( base damage should always be applied... don't want to mess up early game, last hitting, or turret sieges, though perhaps this could apply to those as well).
I would suggest generally put the optimal damage to near the furthest part of their range(maybe with exceptions for peeps like graves) so melee champions can make the decision at max range to either engage to reduce the MMs effectiveness against them or fall back, thus creating options and counterplay potential for champs that end up in range of them by chance.
In terms of visibility AAs that occur within the sweet spot can have some visual cue, or glow to indicate its optimum. For the MM when you hover over the champ for your range it can indicate with graded colours where the sweet spot is.
I think this could make fights between marksmen more interesting as some will have lower range sweet spots then others, allowing positioning in a fight between them to be more of a factor rather than just items.
I also think this damage fall off should apply to autos that are flashed away from, so those pesky 1000+ unit crits do a little less damage.
TLDR: give ranged ADCs sweetspots within their range, with damage falloff outside those sweetspots in order to better balance them vs. their melee counter parts, and create another way to differentiate MMs from each other.
Harder to learn to play against them all perhaps, but already have to learn engagement distances of all other champs.