[{quoted}](name=Lost R,realm=NA,application-id=3ErqAdtq,discussion-id=oWQreuQE,comment-id=00010000,timestamp=2018-07-06T18:49:20.675+0000)
I have a mighty big issue with the crit creep in this game, and the latest patch has greatly exacerbated the problem, essentially leading to an alpha striking issue with a lot of different champions that already had alpha striking as their primary mechanic (read: Assassins) and already had items that functioned similar to Stormrazor that weren't so grossly imbalanced (Statikk Shiv, Rapid Fire Cannon, Dead Man's Plate). If a champion needs to have those items that stack the deck that hard in their favor, then there is something wrong with the champion.
The thing is, this didn't make ADCs useless, especially when the patch was so hamfistedly geared towards buffing them in all the wrong ways. I have written a few times in the past how critical chance hurts the game's balance and especially hurt one of the core concepts of League, which is adaptation. ADCs already suffer from having exceptionally binary builds that focus heavily on maximizing crit chance (depending on the ADC, and usually if they are BAD [Basic Attack Dependent]), but the solution was NOT to alter Infinity Edge, as that only contributes to the crit creep and allows Yasuo to max out his crit chance with only two items. ADCs are effectively disincentivized from building in direct response to their opponents; while the options for anti-maging are already out there, how many ADCs do YOU see building the Maw or Scimitar or getting Mercury Treads?
Maw is such a bad item in general that it's never going to be built, and I see scimitar built all the time now, especially on ASSASSINS, who can effectively utilize the MR and live long enough to burst and get out.
They made ADCs so weak in the early game that they aren't worth playing, waiting for the late game.
I already made a post discussing what steps should maybe be taken to adjust this power imbalance, and it doesn't involve directly buffing ADCs in any way.