FrogReaver
The most respectful and polite poster ever
Anyone firing a two-handed ranged weapon on his turn has his movement reduced in half or his attacks are made at disadvantage.
Combine that with my other suggestion that for some number of turns per short rest (Con mod + 1, for example) all creatures may Dash as a bonus action if they also take Dash as an action and ranged characters won't be able to fire and flee pursuing creatures.
A human can now run 90 feet a turn and the kiting bowman can only move 15 feet a turn. The distance is closed 75 feet per round instead of 30 feet per round.
Not a bad idea but I guess my biggest question is how many rounds should it take for a melee character to get beside the archer and how many rounds before he should get to attack him. Keep in mind the typical 5e combat lasts 4 rounds. Keep in mind that initiative will change the number of ranged attacks the archer has a chance to get off. So 0-1 rounds before melee opponenet becomes adjacent or 1-2 or 2-3 or 3-4.
I think for the archer 2-3 is the sweet spot. I should be able to do my thing at least half of the typical combat IMO. However, giving the archer 2-3 turns before something gets adjacent is probably too good if the archer is still doing nearly the same damage as melee fighters.
Fixing the archer is going to require more than just a range and move speed adjustment. Essentially we need a range, movespeed and damage nerf while enemies get movement buffs.