ADC Design Process
"Hey guys it seems like our decision to remove turn radius from our game has made it too easy for ranged characters with sustained damage to safely dps in teamfights and beat everyone that can't instantly burst them 1v1. I wonder if we should try to introduce some new mechanic or item to fix this situation because there's such a binary dichotomy between a carry getting instantly deleted or being unstoppable."
"Dude that gives me a great idea. What if adcs didn't even have to wait for their autoattacks to finish to move away when kiting? Wouldn't it be great if they could kite you during their attack animations too?"
And so
was born.