Riot, we need a crackdown on "extra," unnecessary damage

Electrocute, Scorch, Aery, comet, cheap shot, absolute focus,
The community seems to be deadset on the fact that there is just too much damage in the game. Personally I miss the 30 second slogfest teamfights that dragged on and required players to consistently play well in the fights to win. seeing players get one shot at around the 10 minute mark isn't a great feeling for anyone involved.
These are my propositions for a hard crackdown on extra damage. I didn't want the post to be too long so I am leaving out defensive item buffs.
proc should only do damage to minions. It should be a pure waveclear item, no reason for it to offer an extra 100 damage burst
became a mandatory second item because it offers magic penn. Adding magic penn on items guarantees that it will be the next item after a mana item for mages. Instead of offering magic penn, maybe it is fine with a small price reduction and having that stat removed altogether. Overall I like that it is an ap grevious wounds item, and I think it has its purpose.
Magic penn and leathality need to be treated very differently than other stats because of how volatile they can be. Especially in the early game where the difference of 1 magic penn item can equal a ~13% damage amplification of all magic damage in a champions kit. I am not necessarily sure how to balance this myself. One Idea I have is to remove leathality and magic penn as item stats and make them inherent in a champions stats. Like armor per level or something like that. Asssassins will have a higher base leathality/magic penn and higher per level scaling while other champions will have a lower armor penn/mr penn stat.
it's bought because it offers a "unique passive" of extra damage on your auto attack. I do think that the ward clearing passive is healthy though.
is just an AP Cash dump. The item should probably not exist at all, I'd rather see it removed and have a small slice of ap given to ap items that offer utility.
is bought because the initial auto attack gives a good bit of burst damage. I like that it gives movement speed, that should definitely stay. but I think that the damage ratio on the initial auto should be lowered even further until crit items are purchased. Because this is the strongest first item for ad.
should probably have its current health damage buffed so that it serves as a viable alternative build path to stormrazor.
The only thing I dislike about
and
is that they give extra damage against champions. Yes I know these items aren't extremely strong right now but every bit of burst damage contributes to damage creep so I am mentioning them. The extended range and wave clear are 100% fine and are great utility for ad items, those aspects should be buffed, but the damage to champions should probably be either nerfed or removed.
Ignite. Please for the love of god revert the ignite changes. Lets take a champion with low hp stats, sona, and lets look at the damage that an ignite would do to her. lvl 6, sona has 786 hp, ignite does 205 at lvl 6. That's a little more than 1/4 of her hp gone. Like, I get that ignite needs to do damage but that is kind of absurd. Most midlaners have about 2 levels on the enemy bot lane as well. Level 8 ignite vs lvl 6 sona = 1/3 of her hp gone.
Honestly, either make a new summoner spell that reduces armor and magic resist and replace ignite with it ( for assassins ) or nerf ignite back to where it was.
Electrocute. Pure damage, should be removed from the game. Replace it with some interesting utility keystone. Hail of blades is pretty cool, despite it just being extra attack speed. dark harvest and predator are interesting. Just anything that isn't pure "taped on" damage would be a great increase in quality
Scorch, extra damage... remove from the game replace it with utility
Aery is interesting. perhaps if aery is used for attacking constantly it will do reduced damage until it is used for a shield. Aery is definitly not a horrible offender of damage creep but paired with scorch etc. it still contributes.
Comet. Maybe instead of doing damage, it will slow? I mean this is supposed to be a keystone for poke mages so I'm assuming that an extra slow would be helpful.
Cheap shot. I get that it was made to be unique to champions with crowd control, but its just extra damage that is unnecessary.
Absolute focus, interesting concept. It rewards poke champions for staying out of enemy damage. Honestly, despite it being extra damage, I think that there is argument enough for it to stay.
Sudden impact. This one is fine, it's extra damage but its more situational, and requires specific synergies to perform.
Celerity, honestly just remove the bonus damage and increase the movement speed. Its fine if sorcery is movement speed heavy, but there should definitely be some other utility options given in that tree.
Precision tree, overall good, but conqueror starts to feel like extra damage. I'm not sure that making champions deal 20% true damage is a healthy game decision further down the line. Perhaps if phase rush gave ad/ap, then bruisers would have a keystone that is easier to balance.
Things like eyeball collection and ghost poro are good examples of what extra damage should look like. They require extra actions to be performed to get the full benefit, while offering an interesting way to control vision.
This is just what I think needs to happen to items and runes. I don't want to get into divisive champion discussions in a time where the community desperately needs to unify and determine what exactly they want riot to do right now.