The Root of it All - a Fundamental Error in Game Design - Ranged vs Melee ADC
TL;DR - Marksmen should not be highest damage class when they are at range; implement a sliding scale ranged damage nerf on AA's (ie, 750 range = 50% damage, 350 range = 75% damage, 100 range = 100% damage, or something like that). This would balance marksman carries vs melee carries and make both more viable.
At this point it feels to me (and I see these sentiments echoed by many others) that ADC's get the complete late game fantasy package - lane bullying through ranged harass, high damage, good mobility (on nearly all of the meta ADC's), long range, and strong tankiness through lifesteal. In a meta where tanks get melted in less than 4 sec, an adc that can hit for 1.5k and drain for 500 in one second is getting a lot of free hp for their extremely safe, extremely high damage.
Although this game design may have made sense in the past, I feel that giving ranged characters the highest damage potential is overall a mistake. Of course, it's hard to change since most of their damage is actually coming from items rather than kit, and theoretically most characters can make it to high DPS. Of course, most characters can't survive long enough to use it.
I would like to bring your attention to Yi; He's a very well designed ADC from my perspective. He has a moderate early game, a decent mid game, and a very strong late game. He does melt people in seconds and drain tanks reasonably well, and he also has strong mobility/damage negation tools if played well. Nevertheless, there are many windows of opportunity for counterplay; because he needs to get close to deal his massive damage, he is very vulnerable to CC and being melted in turn.
The current "protect the ranged carries" meta encourages very low interaction fights; 1 team can't win the fight unless it is able to get to the past the front line and to the marksman. The marksman is rewarded for making sure that the enemy never has a chance to attack him. In a perfect scenario, where the marksman and his team do a great job of keeping him out of range of the enemy, it's a very depressing fight for the losers. Hence the rise of mobility as king - if you can't get to the glass cannon, then none of your other stats or abilities matter anyway as you are quickly melted.
In my ideal league of legends, marksmen are moderate dps with decent escapes who transition into very strong dps at close range. Kiting should be rewarding and leave room for the enemy to outplay you. In this way the marksman is rewarded the most for kiting at very close ranges, while the enemy is given his window of opportunity to CC and melt the marksman. Additionally, melee carries become more viable because they deal the same amount of damage they've always dealt.
One way of changing this would be to implement a scaling ranged damage reduction on AA's, so that marksmen can still do moderate damage from range but have to get in close to really melt faces. It opens up a whole new realm of strategy; As a marksman, you can outdamage the enemy marksman simply by being more ballsy than he. Alternatively, a very safe marksman can still be basically untouchable and continue moderate dps for longer, kite-backwards engagements. This also boosts viability of tanks without making them unkillable.
What do you think? Is this an issue? Am I seeing it clearly? What is your solution?