-A champion design whose main weakness is being kited/having no effective range
-Black cleaver is changed and continues to shift in and out of flavor for ADC's (Bork/BC Lucian and co)
-Buff to every crit item
-Introduces a slew of new effects for AD items
-Cait and Graves, nuff said
-Mages get less AP and most of the battlemages get their burst/damage delayed
-Subsequent changes to rylais and co make most mages spike mid game and fall of later on
Support item changes:
-A TON of shields/heals
-Boost to already strong healers as the new shield/heal% stacking makes them able to save ADC's from certain death
-Item value and tank stats are lower across the board
-Reworked tanks lost their steroids in favor of "anti burst" steroids (sej passive for example)
-Increased burst window for assassins, giving ADC's plenty of time to react
-Basically gimped the entire class and made them essentially worthless imo
All in all it's the past changes and updates to items/classes that made ADC's come on on top and are currently just taking up way too much of a team's power.
I KNOW this is a team game, and I like it for that, but not everyone's effectively 20% of a team's power as it all revolves around our buddies in the bot lane carry position.
I just want for everyone on our team to feel like they're an important variable for our victory, and not just feel like all I have to do is to protect MY adc and destroy the enemy one.
All in all, I think the ADC class is too archaic in their design and needs some rethinking.
A position that's THIS important isn't really something I enjoy in this game and I'd rather redistribute the value I put on my teammates.