Random take on state of crit
I think everyone agrees that current state of crit is extremely bad. There's no real point discussing that part. Items are expensive, they're just not great, the legendary 3 item powerspike feels like a distant dream at this point.
It randomly occurred to me, that there might be a reasonable fix to that problem that would buff ADCs across the board, without breaking windbros hard.
What if the critical damage passive of Infinity Edge got reworked to scale with the amount of crit chance from items (to bypass double crit passives and Tryndamere)?
If Riot took a step to make average game time slightly longer alongside that, with some tuning, this surely helps keep IE as a strong 3rd/situational 2nd item buy, working well both for champions who want a Zeal item 2nd and those who are leaning towards AD heavy purchasing like Caitlyn. It could let ADC as a role fulfill the scaling fantasy, while keeping marksmen weaker in the early game - therefore letting Riot keep their design philosophy of ensuring every player has some agency in the game. In this case, the ADC would start off with little impact, while being allowed to scale.
It also prevents abuse from Yone/Yasuo/Tryndamere by making sure they have to build glasscannon to fully utilize the increased scaling. It also shouldn't negatively affect proplay balance - in current state of the game, most of the time games end with players roughly on their 3rd item. If 3 crit items is where a reworked IE comes ahead of the current iteration, it's a fair thing (can make it 2 items to break even for melee to adjust Yone/Yasuo if needed). After all, even some pro ADCs openly say that the role is weak. If games last longer and players can build 4 crit items (or even overcap with 5) to dish out more damage, that's also fair. Give it diminishing returns if you have to.
There hasn't been a whole lot of protect the president going on in the highest levels of play, and making crit scale more while being slightly weaker earlier in the game opens up this, while also promoting a faster game pace for early game focused teams to end the game or expand the advantage before the crit ADC awakens, and as such maybe also make proplay more entertaining, since watching a team completely choke out the other team after winning a single fight isn't exactly very exciting.