A few things that really should be fixed, changed, or improved upon
There are a lot of things currently "wrong" with league. Damage is too high, mobility is too widespread, towers too weak, etc... But there are some simpler issues too which could be fixed, changed, or improved upon too. These issues are not as game changing like globally lowering damage, but they would impact the game enough to cause a positive improvement.
First is with
.
This item is currently in an awkward state. There are many champions which need to buy it who are not benefiting as well as other champion who maybe should not be allowed to buy it and benefit as much as they do. Specifically, many crit marksmen do not get as much from this as many assassins and fighters do. For example, Wukong can buy this to get a larger burst on his combo, but most crit marksmen lose a lot of benefit once they get 2-3 more crit items because half of the passive is more or less obsolete. Who needs a guaranteed crit when you already have 60-100% crit chance? Plus it applies once, which on any crit marksmen besides Jhin will never deal enough damage to seriously chunk an enemy with just 1 AA. But on champions like Wukong and Nocturne where you may only ever get to AA once, because your abilities are what deal the burst damage in your combo or you have an AA boost in your kit, this item is amazing. You can give a +60%-100% increase in the damage of a part of your combo and gain movement speed to ease you through the rest of the combo.
Then you have marksmen like Quinn who deal a lot of AA damage but are paced by their kit where the passive has a good chance to refresh durring a fight often, and have a lot of burst damage in their AA. Quinn gains a lot of attack speed from her W, lowing the interval of the passive massively at higher levels. Plus she is a burst based champion. And since Shiv goes extremely well with Stormrazor, and since Quinn buys both, she gains a major burst increase too, while also significantly reducing the duration of the interval.
Problem is, this item is kind of a must buy for many crit marksmen since any alternate is either so cost inefficient or lacks significant enough damage to push them through the early game stage and keep them strong enough to contest with other champions. It basically is the equivalent of a starting item which ends up impacting your full build. The damage is great, but as the game goes on, the passive is less and less valuable. Once you have 2 crit items and an IE, you no longer benefit from the guaranteed crit part. In the end, all it does it give you one AA worth 200% damage. The value when you have only Stormrazor is actually more than the value when you are full build with 100% crit. And it is not a very cheep item in the first place.
Burst champions who do not go for 100% crit, but go for high damage loaded into a single auto, benefit the most from this item. But the crit marksmen who almost have to buy this item out of necessity of a cost/damage efficient first item, lose the item's value as the game goes on.
> My suggestion for improvement is to make the bonus damage scale worse with crit. So instead of having to just buy Shiv (30% crit chance) for the full 200% damage, you need 100% crit chance. The bonus damage will now start at 150% damage, not 160%. Scaling at a 2-1, for each point of crit chance, the damage goes up by 0.5%. So now the crit marksmen will continue to benefit and not lose value while the burst dealers will lose value overall.
The other issue is the Heimerdinger/Fiddlesticks bot lane.
There is so little that can be done to counter this. Even if you kill them, because of their natures, they will still become a constant annoyance which cant be dealt with easily. The duo makes most match-ups already starting behind because of the variety of components in their kit. They have hard and soft cc, counter engage, long range poke, sustain, counter engage, wave clear, and even tower taking. The worst part of it though is that they dont even need to play aggressively to win the advantage. They can be completely passive and because of their kits, they naturally will take the lead.
To be honest, there is no easy solution to this. You need to either lower their damage output, reduce the amount of natural lane control they put out, or increase the amount of counter play that is available to use against them. This can be gained form a new item, some nerfs, a couple mechanical changes, a significant Meta shift, etc...
> My suggestion would be to make Heimerdinger's towers have a duration, and/or a hit based health bar (like Zyra's plants). Another idea is to add a new starting item which gives a small amount of MR (maybe 10) and some offensive stat (like 6 AD or something). Third idea is to add a rune that gives adaptive defense in an offensive tree like precision, domination, or sorcery. Any of these changes would lower the amount of threat that this duo would have in the early game, which is where they can be taken advantage of easiest since the high mana costs and CDs would limit their strengths.
These are just 2 issues that I have had ideas on how to fix them.