Why hasn't crit been removed yet?
#EDIT2: This post is now about the ramp up damage amp change described below. Discussion in this thread has left us at a point where we need a solution to crit, not just the straight up removal.
Do ADC's really need an RNG based damage increase to shit on everyone else more? They could stand to lose a multiplier. Make them weaker in fights but still functional against towers to keep their niche. This way we can have meaningful choices in botlane that sacrifice tower pressure for teamfight pressure or vice versa. ADC's get to have the best of those worlds. Besides, there is no counterplay to RNG and I heard Riot loves counterplay.
Don't even start with the armor argument. We all know resistances are useless after LW and counterbuilding still isn't counterplay. Don't even start with the "what are ADC mains gonna play when ADCs are less meta?". Practice something different. Every other lane/roll has been turned upside down except for you lot. Everyone else had to deal learning new things.
#Ramp up Crit idea
EDIT: If a compensation multiplier is truly needed, I propose a ramp up damage amp. Basically, after X (e.g. 4) number of basic attacks against a target, the ADC will do % increased damage against that target. If the ADC switches targets he has to start the ramp from half. (so 2).
So Brawler's Glove now gives 10% bonus damage from basic attacks instead of 10% chance at 200% damage. Infinity Edge multiplies the damage amp by 150%. While this may seem weaker, there is increased value in consistency.
#Thoughts behind this idea
Give ADC's some gameplay to achieve their late game hyperscaling destruction instead of just hoping for the best. Put a gate on their 4x scaling as opposed to the 2x defensive scalings of tanks/bruisers (as eloquently put by Chardling). This will give opponents a window to attack the enemy ADC at their weakest. ADCs in turn can improve their gameplay by priming the crits on minions or by valuing the recently buffed AS stat. Teams can now also recognize when an ADC is ramped up and choose to disengage until the timer resets. Meaningful decisions, buzz words, levers.
Yes, the 4 basic attacks that don't do increased damage means the ADC does less damage overall, but there is added power in consistency. (Remember that they reduced Wriggle's on hit magic damage when they removed the pRNG).
PS. Runaan's will apply the damage amp on the secondary targets. This might change some item builds or accentuate AoE ADCs such as Twitch and MF.
Thoughts on this change.