Idea to Help Marksman's Power Curve feel better for the Marksman and those against it
So Marksman in general are mandatory in league and will probably always to an extent be mandatory due to the need for consistent raw dps and objective taking. they are the only class that can really do it outside of a few select mages and the slayer class which is not safe enough dps.
That said, I see a lot of the frustration with Marksman on this board and it mainly stems around their late game power which has always been absurd. I was watching worlds and once an adc hits 5 items or 6 items no one will even want to get close to them. they know that the only way to win the late game fights at that point is to catch out the adc and/or zone them so hard your adc can melt their front line fast enough. everything revolves around the adc.
And that's because their damage IS absurd. But it's to make up for how much they are shit on in the early game before they can get even two items. and then at two items they aren't particularly strong towards anyone that isn't a squishy.
so their power curve is basically
Start of game = Weak as all hell 1 item Spike = Offers steady DPS, but that DPS is very low and they are still quite weak 2 item spike = Offers decent DPS, but still can't deal with a front line or champs who have itemized 30+ armor efficiently. (aka tabi or zhonyas or GA) 3 item spike= Strong DPS, if left unchecked will be able to get through a tank eventually and squishies even with armor go down relatively quick 4 item spike= Strong DPS, now likely can get through a tank quickly thanks to armor pen, and doesn't need much time to take down a squishies 5 item spike (full build)= Straight up bursting down squishies in a few autos and tanks being melted VERY quickly. Volatile as fuck as its very hard to deal with them at this stage of the game.
Currently (minus support itemization and ardent cancer) this is relatively balanced. they suffer early and mid game they are only relatively useful. but past 4 items they become a monster and at full build there's nothing that can compete. its a trade off of early and early mid game for late game power.
However, many people I see really despise how strong ADCs get at 4/5 items. They say things like "why is a high dps class bursting me down like an assassin in seconds". That is a good question. And it leads me to my idea for how to fix it. ADCs are TOO WEAK early and TOO STRONG late. Even with a weaker late game they would still be the highest DPS class in the game, just not by as wide of a margin as currently they are. My idea is as follows:
1.) Nerf the raw base AD numbers of primary ADC centric items. (Infinity Edge, Essence Reaver, Bloodthirster). By nerfing numbers I mean substantially. anywhere from 15-20 AD off EACH item.
2.) Lower Gold costs of the items to compensate for the loss of AD.
3.) Slightly nerf the raw stats of the Zeal item line and make them slightly cheaper to compensate (maybe 5% less crit and attack speed) 4.) Nerf Infinity Edge's bonus crit damage modifier slightly (10-15%)
WHAT THIS DOES: It means ADCs late game is going to be noticeably weaker since they will straight up have less raw stats at full build. However, they won't be weak as fuck in the early and mid game since they can spike MUCH sooner with cheaper costs. they won't have to wait for over 6k gold just to be remotely relevant. they also shouldn't be melting down tanks come late game if their raw total stats on their items are lower. they also shouldn't be able to kill a squishy in few autos either since the crits will be bigger.
WHY I THINK THIS COULD WORK: Infinity Edge/Essence Reaver are items that will only be bought by people who intend to buy another AD/crit item. No other class besides marksman are gonna build this. the only exception is Yasuo. Unless you make it way too gold efficient (not what I am suggesting) then people will not build them even if cheap because they dont want to wait for two items to come online. Marksman on the other hand MUST go down the crit itemization route most of the time. there are a few exceptions (lethality builds/bork lucian/ezreal, etc.) but for the most part marksman go the crit route. Making it cheaper means they will be able to be relevant sooner, but will have less raw stats overall. Combine the sacrificed AD for cheaper costs with the slight nerf to IE's bonus damage modifier and you wont be seeing this 800 damage crits come late game, but you won't see an adc doing basically nothing for 25 minutes either. I think it would drastically smooth out their power curve.
(botlane ones atleast)