Why I like ability power marksmen over critical strike marksmen
First of all I like them more because they feel more balanced to me over critical strike dealers since their damage is about consistent sustain damage rather than hoping to burst out targets, especially with Infinity Edge crits, leaving no room for counter play. This is not to say ability power marksmen do not have burst of their own, but their burst is predictable and has some kind of unique gameplay element to that champions. ~ For example Kai'Sa either has to land her W which is a single target skill shot and/or go for the 5th stack proc, while Varus need to stack up his blight and then needs to land a skill shot to detonate for the burst damage, both scenarios lead to some kind of predictable element for the opponent to play around and make them more unique than simply basic attackers, while crit marksmen either crit or do not crit when below 100% chance which means no control over the opponent to try to live (and then there are huge flaws in the system once you get 80%+ crit chance where crit marksmen become long ranged assassins that can also destroy tanks).
Ability power marksmen I also feel are more unique in the way they play, Kog'Maw will play around his W cooldown (AD Kog'Maw less true), Teemo utilizes his poisons (he can use a gameplay update, NOT A REWORK, just a modernization of abilities similar to Warwick where he is brought up to current standards while having similar esq feeling kit like having a blind, poison damage, and mushroom for vision and map control), Kai'Sa plays around her 5th stack procs, and Varus plays around stacking up Blight and procing it with his skill shots. Meanwhile in crit land, you deal steady damage to burst damage depending on whether you crit or not, absolutely no consistency or ability to allow the opponent to properly react to what is going on unless you are a tank or Malphite (assassins have the same issue where there is no counterplay to them and they are only about being super mobile, dealing heavy burst damage, and all within a window that offers no counter play or fairness from the opponent).
Despite lacking items that support ability power marksmen (aka we need more items to grant more options of what to build, like more omni-vamp options for one thing [omni-vamp would become a named unique passive to remove the option of stacking for insane healing]), they still feel more unique in the way they build since crit marksmen feel static in their builds since the only decision making feels like in the completed Zeal items - Hurricane for AoE, Shiv for some burst and wave clear, RFC for range, PD for dueling... followed by IE (sometimes ER), LW, Blade or BT, and GA (not necessarily in this order).
Builds aside, crit marksmen end up all feeling very much the same without any proper unique elements, and even if they do have an unique element the power of the IE crits and crits in general offer so much burst that you never see them which means the crit marksman that does the best job in that patch is the one that gets played the most, going down the line from there. With ability power there is more control over balance so you can make the champion more unique than just basic attacking, even as their primary focus as basic attackers, allowing the user to play around THAT CHAMPION'S unique elements rather than whoever has the best steroids for basic attacks. Maybe one day we can allow for an ability power marksman that can heal allies and/or have other utility effects like ally enchantments, do this by having the scaling ratio based rather than level based and gets these ally utility effects by playing like a marksman (aka basic attacking), just putting ideas out there.
Not a whole lot of point to this post. Other than pointing out that crit marksmen are flawed right now (have been for years) while pointing out that ability power marksmen play more uniquely to each other since there is a lot more control about how they play since you adjust values easier and make things clear of when the ability power marksman will deal a ton of damage and mediocre damage. This clarity is what makes them different to each other, allowing for champion uniqueness like how mages are different to each other, rather than picking whoever does their job the best since their gameplay varies based on the champion that you pick.
with meh kiting(even with fleet). Vs training dummies you do between 3.3k and 3.8k damage.
581 with
. I feel that if crit worked the way Ashe's passive works than it would feel a whole lot better.