We gotta take the problem out by the roots!
And with that I mean actually adressing this aweful damage creep that has been piling up in this game for years now - and seriously threatens to ruin it. Every tank that has no viable off-build is pretty much considered a trash pick. Assassins with prologned burst windows are not exactly viable either, unless they also bring waveclear and utility to the table, what is making burst mages kind of useless who require at least some setup for their damage.
And what makes tanks useless and requires assassins to have so much damage frontloaded? Marksmen able to tear literally everything apart just by rightclicking on it. You have a thronmail? Don't care, I lifesteal it all up anyways.
Also, I'm not sure why the adc class was ever allowed to be so dominant in a game that once appraised itself with the multitude of possible strategies. Right now it is "build your team around the carry, and every team NEEDS to have a carry". Usually the long-range dps in games has kind of a supportive role, to compliment the burst dealers and help the tanks to keep the enemy at bay while the burst-characters wait for their cooldowns to be down.
Meanwhile in LoL marksmen seem to have the role of BpS - Burst-per-second, both excellent at combat AND objective control.
Now people say that "NOOO adc are suppsed to be strong late." - well, serious question here: "Why?". Why do we need a class to build the entire game around? I can play a comp without tanks. I can roll a comp without assassins. I can roll a comp without a healer/shielder champ. I can roll a comp without a burst mage. Yet I cannot for whatever bullshit reason have a team without an adc. And THAT'S a problem. And it HAS been a problem since season 1/2.
People have been complaining that the game today is more "twitch-reflexes" and less "strategy". And yeah, they are totally right. Due to damage creep being slightly lower, having fights stretch on for some time was very common. Positioning and the change of that over the course of the fight was important - as opposed to "don't get insta-murdered once you stick one little toe out"
And the root to all this is: Adc damage. And what is the reason for adc damage? A tiny garbage mechanic called crit that should have went out of the window when Dodge was removed. Apart from all the issues that randomness brings in, it also ruins champ design. Because why have a champion use their abilities, when they can rightclick you to death and be even more efficient about it, right?
Oh, and the argument that "we need crit or adcs would insta-kill towers with high ad values" is bollocks. You could just give towers more armor later in the game, or let them take reduced damage from ranged champion attacks or whatever.
Tl,dr.: Remove crit, turn adcs back into a class I could play the game without if i wanted to. Then nerf everything else accordingly to get this dreaded damage creep over with.
