I'll explain:
With the old crit itemization there were 2 types of crit builds:
A)
into
then finish
and a second
item, usually 
B) Rush
into
then
and only maybe another
item
.
Crit adcs were able to build the most scaling build in the whole game to mid and lategame without being smashed on early game.
It was not healthy, and it needed something more than just flat nerfs, that build needed a change.
So, they made a lot of nerfs not only to the items, but aswell on adcs base stats and to FleetF so rushing that build now was terrible for early game and not even stronger on lategame compared to the old itineration of that same build.
Of course, crit adcs would be pretty trollpick if they just shipped the changes like that so they added a item that is strong on early game but gets obsolete later.
Think about
like a big
: If you could survive early game just buying items that can be upgradded later everyone would do it right? Every adc would start with either a
or
, every mage would start with
, etc.
You buy a Doran to be stronger early at the cost of scaling worse because you "waste gold" on a item that you will sell.
Same goes for StormR, if crit adcs want to get the dream of
and 2
items they have to pay a price, that is being fucking useless for the first 20 minutes. And since that's not worth they are forced to buy a item that first catapults them into a power spike by the cost of dragging them later.
I dont think that this system is perfect, and I really hate what they've done to my precious
.
But I'm able to see the logic behind the crit changes and I like majority of the changes because adcs are on a more balanced spot right now than pre 8.11, while also being stronger than how they were just on 8.11 and 8.12 when majority of the adcs were freaking terrible.