[Discussion] Why was this not considered about the ADC itemization? (+Return Item Suggestions)
Make these items less efficient

Give new items for ADC's to increase the build diversity, or even return and possibly tweak the returned AD items like:
Removed Item
https://vignette.wikia.nocookie.net/leagueoflegends/images/e/ea/Dervish_Blade_item.png/revision/latest?cb=20171222233219 Dervish Blade
+
+ 300g = 2700g
+50% Attack Speed +10% Cooldown Reduction +45 Magic Resistance
UNIQUE – Quicksilver: Removes all debuffs from your champion. Melee champions also gain +50% movement speed for 1 second. 90 second cooldown.
Change to
https://vignette.wikia.nocookie.net/leagueoflegends/images/e/ea/Dervish_Blade_item.png/revision/latest?cb=20171222233219 Radiant Edge [Ranged only]
+80% Attack Speed +20% Critical Strike Chance
+
+
= 3100g
UNIQUE - Passive: Basic attacks on enemies generate Radiant Mark stacks, up to 100. Each basic attack on an enemy generates 20 stacks. UNIQUE - Radiant Mark: Deal 50% of your critical strike basic damage as magic damage.
.
https://vignette.wikia.nocookie.net/leagueoflegends/images/4/48/Typhoon_Claws_item.png/revision/latest?cb=20171223021722 Typhoon Claws
+30 attack damage +20% attack speed +4% movement speed
+
+ 675g = 2000g
UNIQUE – Phantom Hit: You generate a stack of Malice for 3 seconds each time you attack. At 3 stacks, your next 3 attacks occur in the span of one attack at maximum attack speed (for an effective attack speed of 7.5). The flurried attacks are modified to deal only 50% damage, but otherwise behave like standard attacks.
Change to
https://vignette.wikia.nocookie.net/leagueoflegends/images/4/48/Typhoon_Claws_item.png/revision/latest?cb=20171223021722 Phantom Claws [Ranged only]
+
+
+ 310g = 3085g
+40 Attack Damage +25 Attack Speed +10% Lifesteal
UNIQUE - Phantom Strike: Basic attacks on an enemy champion mark them, can mark up to 3 enemies for a duration of 10 seconds. After attacking 3 different enemies, the last 3rd attack will deal [50% of attack damage] as physical on-hit damage to all marked targets and will slow them after taking damage by 15% for 1 second.
.
I'm not an expert on making or changing items such as these, but it was just some form of suggestion. Even a change like this would feel a little bit more refreshing and have to make the marksmen more open to other items and in general work for it to make use of the so called items stated above.
1st item: For the first item you would have to attack the enemy 5 times, to then fire a strong blow. In terms of counterplay you would be able to tell when to avoid the damage if needed, since the item would have an identification in terms of effects. Not to mention this item was changed in a way to make this bought as a 2nd or 3rd item. If it was purchased as a first item it would be quite unefficient on most marksmen due to it's passive.
2nd item: As for the second item I liked the idea of attacking more than one enemy to deal damage and provide small utility for your team if you succeed, since in a scenerio where
for example jumps out of a fight and starts attacking a different target which is how she could make use of this item for example. For this item as well you also would be able to tell if you are marked since it would appear similar to
W - Silver Bolts. As for the counterplay, that item's damage would only proc if you are close in range next to other marked targets.
.
That's all I have to say, let me know of your thoughts about this (:
+
+ 300g = 2700g
+
= 3100g
+
+ 675g = 2000g
+
+ 310g = 3085g
for example jumps out of a fight and starts attacking a different target which is how she could make use of this item for example. For this item as well you also would be able to tell if you are marked since it would appear similar to
W - Silver Bolts. As for the counterplay, that item's damage would only proc if you are close in range next to other marked targets.
-10 AD
W 20% bonus damage on auto attacks -> 15% of total AD as onhit damage (makes it go from 300% AD ratio autos with IE crits to 265% AD ratio with IE crits). Also reduce E base damage and remove crit scaling.