[MEGATHREAD] Let's Discuss: ADCs and Counterplay

Mister Support··19 votes·1,319 views

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  1. This is a discussion thread, meaning all comments should be focused on the content of what's said rather than the individual who is speaking. Please refrain from personal attacks.

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Now onto the post.

THE PROBLEM

The class of ADC (Attack Damage Carry) or more specifically Marksman, seem to have grown too powerful where the impact of other roles on the outcome of a game seem significantly less than it should be. Or it has become the case where feeling impactful as a non-marksman champion relies on dedicating oneself to making the marksman on your team stronger or keeping the other marksman shut down. This trait can be seen in the change in meta for Supports as well as Top lane and Jungle. Supports are seen going for whatever the highest method of gold generation is and rushing items like item 3504 item 3109 item 3190 item 3107 and dedicating the use of those items solely to the Marksman rather to the team as a whole, and Marksman are seen supporting this play style by starting item 3302 to funnel more gold into the Support early on. Meanwhile with Top and Jungle, the meta has focused around high utility tanks that excel at peeling and locking down enemies which by itself wouldn't be so bad, but even these tanks can be seen buying items such as item 3109 item 3190 for the main purpose of peeling for the Marksman only. Other champions have started to crop up in the meta for top and jungle that are very powerful early game and focus on weakening the tanks so that they don't get the gold for those items. Again, while actual impact of roles has not necessarily lowered, the feel of impact for other roles have gone down due to the need to cater towards the Marksmen.

WHAT LED TO THE PROBLEM

There are numerous aspects which have led up to this problem. There's the accessible survivability of marksmen through means of items, masteries, and other players. Some of the biggest offenders in this character, in my opinion, are lifesteal, excess power in enchanter supports, and the items available to enchanters and tanks. These aspects, combined with the next point, make killing marksmen much more difficult. Following survivability of marksmen comes the overall weakened state of champions designed to burst. Back in the assassin update, a majority of the changes focused on delaying the burst of Assassins either to be on a timed delay (Fizz Leblanc) or to be focused more around being at the very end of a combo that is delayed through animations (Talon Katarina Zed Ekko Rengar ). The problem that came with these delays is that methods of peel for their targets such as sustain, shielding, and crowd control, are not typically delayed and can be used to prevent that telegraphed burst damage and effectively have nerfed these burst-focused champions in terms of reliability. Speaking of reliability, that is the third point. Marksmen are designed to be a reliable source of damage through the use of basic attacks and steroids within their kits. Within the season items tailored towards marksmen have been buffed either through lower cost or higher stats, making the potential power of marksmen higher and faster to access. One common theme seen in a lot of posts is that these changes have led to marksmen dealing "burst per second" through critical strikes, whether this is true or not is based on perspective of what "burst" is defined as. These buffs, as well as use of item 3504 and supports that increase stats in ways beneficial to Marksmen that they overall damage output of Marksmen compared to previous seasons have undoubtedly increased.

WHAT CAN BE DONE ABOUT THE PROBLEM

This is where discussion comes in.

There are multiple avenues which could be taken to bring Marksmen back down to a reasonable state without making them irrelevant. Could nerf enchanters to not have such powerful peeling capabilities or offer strong steroids typically only desirable on Marksmen. Could nerf the items tailored for marksmen to make their powerspikes more later in the game. Could change how crit works to not be such high burst potential early on. Could just nerf the marksmen themselves. Could make the damage of marksmen potentially less reliable. Could buff other classes up to the same power of marksmen. Could make some systematic change to the game itself to make marksmen less needed as a damage source towards objectives. I'll put my own opinion down below, but I encourage everyone in the comments to focus on this aspect. Some people may even see no problem with the state of Marksmen and in that case I'd encourage you to express that opinion and explain why you think there's no issue.

MY OWN OPINION

I personally believe the reliability of sustain/shielding from supports as well as access to steroids for Marksmen should be changed. What do I mean by this? How do you make healing/shielding allies less reliable? Well, while making the spells into skillshots wouldn't help much (see Lux), one thing that can be done is gate the power of the shield/heal through interactions.

Here's an example: Recently Riot made a change to Janna to give her power through basic attacks based on her bonus movement speed, all while reducing power elsewhere in her kit. The changes were aimed at encouraging Janna players to interact in lane more in order to access the full power of her kit. However, when late game approaches a big part of Janna's playstyle is to spam E and utilize Q and R whenever necessary without much else interaction. My personal suggestion would be to change Janna's E to work similar to Athene's Unholy Grail's passive. I'll explain more: The flat value of Janna's E would be cut down drastically from what it currently is; however, any damage Janna deals to champions through her passive (before resistances) will increase the shield value up to a cap similar to or higher than live values. This type of change would require Janna to interact directly with enemies in order to access the full power of her shielding abilities being a nerf to reliability but not necessarily nerf to power. Off the top of my head, another easy change to make would be changing Soraka to gain far more healing when landing Q's but reducing flat healing value off of her W, to make the power in healing through transferring the Q healing over to allies rather than just spamming W off cd.

And what about the steroids in Marksmen's kits? Well, could easily make those gated through forms of interaction rather than simply pressing a button. A good example right now is Jinx, she's a marksman that has the potential for huge power in teamfights due to the power in her passive, but those are gated completely by the requirement to participate in a kill on champion or tower first. How does this apply to other marksmen though? Well, here's an example on how to change Twitch for this.

Twitch currently has two steroids in his kit, one on his Q and the other on his R, giving attack speed and attack damage + range respectively. For his Q, the attack speed bonus is given immediately on live, but could be changed to only give the steroid when coming out of stealth only after being stealthed for X seconds. As for the bonus AD on R, that could be moved over to E where AD is given to Twitch for a period of time based on the number of passive stacks he pulled from champions (X AD per stack pulled, up to Y stacks, lasting Z seconds). This would make the power through steroids gated in ways where it's not available at the start of teamfights from the click of a button but are still able to be accessed should teamfights last long enough.

CONCLUSION

Those are my thoughts on the state of Marksmen currently and how to deal with it. But I'd like to see an open discussion come into the comments section about your own thoughts on the state of Marksmen and (if you believe there is a problem) what needs to be done. While we may not be able to come up with exact numbers perfect for rebalancing the game, we can help give Riot ideas on things to change! See you in the comments.

26 Comments

DragonShea11 votes

One issue I feel people have failed to realise is that blowing all of your shields on an ADC doesn't feel punishing but it's the best thing you can do as it denies assassins and other champs from getting to them and with their LS, they can just continuously attack and kill their target so they can heal up. If you blow all of your shields on a vanguard I'd understand that as then people will then be utterly fuck as they can most likely engage to the back line and merc threats there. But the game is so utterly focused on protecting your ADC's at all cost that it's hard to play or carry as anything else.

This makes ADC's the most important role to play because there are the main damage dealers and it's gotten so bad that mages are considered second rate damage dealers in all of this, most champs can deal some damage but when ADC are the be all and end all of the game, with tanks and supports being their shield and battery. it's horrible design.

This leads to my next point. To carry a game means to be the one that has the most impact, not being the most damaging champ around. A support can carry a game by backing up their team, a bruiser can carry a game by knowing who needs to get their ass kicked in the middle of a teamfight to win it etc. Carrying right now is all about damage and kills and if you can't get that many then you are useless.

so to end my discuss I'd like to add a list of points of what should be done.

  • Remove ADC's as the main carry: They should be high damage dealers but the game should NOT be solely about them.

  • Promote mages and bruisers as viable alternatives as carries in the game: Mages especially need some love.

  • Make Supports more team oriented: They shouldn't be a ADC's bitch.

  • Make ADC's more expendable: They have too much importance(repeat I know) over the meta right now. Leave them alone and they will melt teams to killing or harassing them, and they will should have a harder time to maintain their damage. There also should be moments when a team most decide if it's worth saving their ADC or not because right now, there is so much protection for ADC's it's not funny.

Anyways that is just my two cents on the matter.

Arkilusal9 votes

Frankly, I'm of the opinion Marksmen need to be nerfed, big time. The reason is that while there HAVE been some solid developments in peels/shielding/ general defensive abilities recently, their application is on a kit-by kit basis, rather than some sort of 'baseline' defense that anyone can utilize. This to me suggests Riot wants every champion to be less decided by their class, and more decided by their kits and what precisely it is they do. Except what's happening seems to be almost a stat check that few champions can truly answer without having to somehow 'outplay' the other guy. This DOUBLE stings for those Assassin champion players, because A. there's a couple years worth of tradition that says they should be the answer to this, and now they're not which leaves them lost, and B. the question becomes 'what ARE we supposed to do in teamfights?' and too often the answer to the latter is 'outplay 1v5 or die like a dog.' For that matter, Mages aren't faring well because if they're defensive/utility focused, they end up a 'Support' and thus shackled to their Marksman and hoping this guy doesn't tilt like a pinball machine...Or they're offensive and struggling to be damage worthy of being used versus something else. Tanks are just shaking their heads helplessly because while the tank update did give us toys like item 3193, overall many tank kits seem more focused on CC'ing the opponent and relying on stats instead of having actual durability boosters in their kits...And even then the best defensive tricks have to go elsewhere because they at least are expected to get the stats to survive, while other kits need to build damage and thus need really powerful defensive tools to not get insta-gibbed. I almost suspect we're going to have to wait until Riot's done overhauling every champion in the game for things to improve. Because they can't just find an answer and present it, they have to go back and deal with everyone who needs a customized answer for them that makes sense, which takes awhile, and then depending on where things end up, they might have to go back and deal with any marksman that became reliant on 'ADC power' and that in turn will probably demand ANOTHER pass over the rest of the dudes just so the marksmen don't end up in the dumpster. TL;DR: I think Riot's kind of got a roving fire problem with their development-the only way out of the cycle is to burn everything and start anew (short-term disaster) or just deal with the fact that there's always going to be some sort of balance issue in the meta, with 'perfect balance' being an eternal journey towards the setting sun.

IcyPepper8 votes

Some day I hope ADCs aren't mandatory every game, every team.

Kaìju1 votes

If you play in low elo and practice, they aren't. Sure it's not optimal, but I've never had more fun than daring two of my friends to play Yasuo Darius bot and seeing them get fed as fuck.

Cowseed1 votes

Well it my experience of playing non-adcs bot I've found that the best type of champions to go bot are lane bullies especially with cc, dueling power, early game pressure or chase. Fiora works well with an all in support. Talon can farm and poke at the same time, same as Kat.

If I played bot more I'd try a few more like this.

It's pretty fun experimenting with champs and lanes they aren't 'meta' in and learning the pros and cons for yourself. I got a bit excited when I heard lucian mid was a thing but then got a bit dissappointed when I heard his winrate. Then the fact it got played in a recent pro match I just started thinking: "How many people picked this because it'd be OP?". I don't really like using strategies because they're OP or whatever. I much rather picking for the current match and because I know this will work here because of X.

Unironic SJW6 votes

So my issue with ADC as an ADC player is that, I'm either broken or helpless depending on what my team decides to do. ADCs have way too much damage in optimal situations, so they're balanced around making said situations require lots of team coordination, except most players want to play for their own enjoyment, not to facilitate someone else. Even at support, people would rather play playmakers even though said "playmaking" can be negated with shields/CC/exhaust. So when optimal situations are rare, ADC feels like shit to play (adc 2k17 lul), when optimal situations are common, ADCs feel shit to play against (everyone else 2k17 lul).

So I'm willing to trade a significant amount of power, especially late game, for not being as dependent on my team playing a certain way to have an impact. The late game fantasy is honestly fundamentally unhealthy, because late game is not guaranteed, so you have to do shit like "oh late game is 2 items now" when games are being decided at 15 minutes, and because early game ADCs can still buy crit and not fall off, you have to nerf lane bullies so that non lane bullies can get played (if lane bully ADCs are strong you're not losing all that much).

Kaìju1 votes

Honestly I agree a ton, as an Ashe player. I love her but holy shit you are so so so, at the mercy of your team. I would take a big damage nerf if it meant all marksmen were more solo viable, not needing to be babied. I think crit should be toned down so that maybe full build with three crit items would be say 40%. That way you can choose to spec into the stat and still get those massive crits, but it would be way safer to just build the 350 400 AD and play it that way.

Eunson3 votes

If they just bring back assassins to the burst they were before the game would be fine. If the ADC miss positions they should be able to be punished. Having normal burst on an assassin would fix this and make high risk plays worth doing. Right now there's no point in playing an assassin after the 10 minute mark; tanks and adcs just 1 shot you. It's also not worth doing because of how many shields are available constantly. Mages/assassins just can't spam spells as fast as an enemy team can shield with locket/knights vow/ redemption/character spells/summoners.

Cowseed1 votes

It's fine for the one for all type assassins where if they get one kill then they'll murder a team to have some delays like Kat or Fizz. But on the more single target one's like Kha'zix and Rengar it just god awful not being able to burst reliably.

Yaskamasandwich3 votes

Things are so revolved around Marksmen it is hard to say what can be done. What needs to be done for sure is that Critical strikes need to go away from items, and then possibly replaced. Honestly I think just the going away part needs to be done. Marksmen suffer from being basically the same. Jhin breaks this rule which is why he was instantly loved and is still probably the most popular marksmen to date.

Anyways all Marksmen are the same, they are built to have the same power spike, weak early, good mid, strong late game. It wasn't so bad until patch 5.16 enforced this idea. Before Draven, Lucian, Graves, Quinn were early game bullies whom dropped off as the game went on. Now only Quinn and Graves are the sole two early game Marksmen. Second problem is all Marksmen rely on their AAs for damage, And not their kits. Exception is Ezreal and look where he is now, in the jungle with Graves. Marksmen need to be diverse in their power spike as a whole. Lane bully Marksmen need to come back and then actually drop off late game. This brings strategy and planning into Marksmen instead of "just pick the op one with biggest numbers."

Items needs to be toned down in general in terms of power. More power needs to be added to Marksmen's kit. This prevents again the whole "pick the biggest numbers." Right now Marksmen are the biggest stat checkers because of their reliance on the power of items. Riot has been trying to remove stat checking in general yet have done nothing to Marksmen whom are the biggest offenders of this. In fact the price drop pm crit items and the 5 to 10 damage increase of damage items across the board has only promoted stat checking.

Crit needs to be removed from items. It can be placed into kits. Jhin can keep his guaranteed crit on his fourth shot. Like how Fiora gets it on her E. This is how crit should be handled, 100% once on something that isn't always up. This also double taps on helping Marksmen being different. Relying on their kits and less on items. This brings fun and strategy on which Marksmen to pick. Did you know Tristana actually has a fun kit and design? Lob a grenade on a target, activate attack speed to HELP shoot them a COUPLE of times and then jump on them for a grand explosion! Not some "just AA them to death." But because of crit and items being so powerful, It's just better for her to click her steroids and AA a target to death. That is just a murderous shame and boring as hell!

So to help Marksmen and the game in general critical strike needs to be removed. Some can be placed in some of the Marksmen kit to diversify them. The Marksmen's kit needs more power and emphasis and less on items to remove their stat check. Their power spikes need to be diverse and changed as a whole, no more all are weak early, good mid, strong late.

PrinceOfStorms2 votes

One of the biggest problems with ADCs is that they always have their damage available, unlike every other damage class in the game. Mages, for example, have windows of strength (when their spells are up) and weakness (when their spells are down). ADCs aren't like that. They have one window of power that is always up (when they can AA). The one exception to this is Jhin, whose ability to deal damage drops off significantly in longer fights, since he has to reload every four AAs.

So unlike a Mage, where you can dodge their shit and go in for a favorable trade, you can't do that against an ADC, because the ADC never has their damage unavailable.

Unironic SJW2 votes

Better solution - you can't buy sustain at all, outside of potions. Rebalance any melees not already slated for VGU that this fucks over.

HeresyHorus2 votes

Said it so many times and will keep saying it ...

BpS = Crit + Attack speed ... so simple.

To fix it without removing Crit completely ( if people want Crit to stay ), just remove Crit from Attack speed items and nerf champs base attack speed, steroids and attack delays.

This way u leave Crit for those who like it but they wont be able to couple it with high attack speed and have BpS on the most reliable damage source in the game that can lifesteal too.

Make AD champs choose between either high autos but very low attack speed and bad delay ( low kiting ) or moderate autos but high attack speed and good delay ( high kiting ).

[sg-poppy]

Dengeden1 votes

This is... so tiring. Some utility was always common on both top laners and junglers. Considering that Frozen Heart is basically a utility item because of its aura.

Mages have 0 problems. Neither do bruisers. Absolutely nothing indicates that that circlejerk is true. The game has stopped being about 100-0ing people and started being about waveclear and kiting. ADCs can still 100-0 stupid people who fed them 10 kills and let them freefarm but otherwise, they're subject to this too.

And again, an underlevelled class HAS to come out of botlane. Do tell me why you wouldn't focus this person whenever possible?

PrinceOfStorms3 votes

Mages have 0 problems.

That's like saying "Ardent Censer was never a problem", in that it's objectively false.

Mordepool1 votes

Marksmen: Range, Safety, OP damage, Stacked MS from high Base or items, the Best Offensive/Defensive combo items The cheapest items OP sustain from life steal items Critical strikes ( remove entirely)

Pick one nerf heavily or make some fundamental changes to the game

An Idea : Lifesteal how it works should be fundamentally different if you are Ranged or Melee.

If you are Ranged you get no lifesteal during Combat with an enemy champion

If you are Melee you get no life steal Outside of combat with enemy champions

Fighters want to fight should be rewarded for that

ADC want to poke from range and hide behind tanks.

The amount of lifesteal you get is based on the personal risk your willing to accept.

Thefrostyviking1 votes

I as a part time marksman main see and fully understand your point, the reliability of just standing and auto attacking with your team stacking shields has proven extremely strong on some like Vayne, Twitch and kog. And this trend has served to make assassins extremely unreliable at times since they can't burst a marksman with 4 shields and a healer ontop which undoubtedly is frustrating for them.

But i raise you a point in return, without the marksman who would deal with the tanks? When mages did it well they were too good at it but in their current state they suck at doing it, and if the marksmen really were pushed out of the limelight as THE sustained damage dealer later on into the game then what would the point of their existence be?

They could not kill the tanks and no one else could either.....if that were to just magically "happen".

Not to mention, crit doesn't burst unless you have at least 3 crit items or on specific champions like Vayne or Twitch whom i would argue are both flawed from the start.

Sustained damage like say Kog i would say are fine, he needs both lvls and items to really dish out damage, he does not burst nor does he posses ungodly survivability by himself.

Thus i say that there are both fair and not so fair marksmen in the game.

But even so they are necessary in the current state of things, and their power lvls are too, because tanks like Sejani, cho and maokai run rampart and even the current marksmen struggle with them all the way until the lategame.

But the power levels are extremely disproportionate compared to other classes, for while a marksman might bash their head bloody into a wall trying to kill the tank they´ll end up killing anyone besides the tank in a few seconds.

Tanks are just as big a part of the issue as the marksmen in my mind, marksmen would not need this kind of power if the targets weren't so "big".

But i would boil down the marksmen problems to Twitch Vayne who are inherently flawed in a number of ways, more so than other marksmen.

item 3087 item 3094 item 3031 for the synergy being too potent allowing a DPS class to burst every few seconds from enhanced range, this has served to make some like Tristana or Cait .....problematic at times to put it mildly.

Might as well mention that i view Twitch and Vayne as problematic because they do it by themselves because their kits are designed to do it even without "abusing" items.

Then we have the supports, particularly enhancer ones who as OP mentioned became these characters the funnel thousands of golds worth in stats to the marksman which serves to bring about their lategame power far earlier than when it originally should have been.

But i raise another question as well, would this kind of state of the game being over saturated with things to protect the marksmen, power infusions to the supports and sheer durability of tanks ever have happened if people didn't ask for it?

Because under the mage update people said that normal supports and tank ones were useless, marksmen to a large degree as well since the mage supports just bullied everything out of lane. And marksmen died before they could shoot more than 4 autos out even with a high attackspeed build.

Under the assasssin update everything besides assassins, graves and quinn were also useless, because they died too fast to even react and shields were too small to prevent mages or marksmen dying. And the marksmen died even faster.

Thus mage supports were nerfed and "normal" supports buffed so that they would be able to takeover the role again, thus were tanks buffed so they would not die from mages and assassins.

Thus were marksmen buffed, so they needed less time to deal their damage and from a safer range at times.

This current state of the game is a result from the players asking for it x)

.

##TL ;DR

There are healthy and unhealthy marksmen but a few like Twitch Vayne are inherently flawed.

Some items like item 3087 are OP.

Tanks are really OP though so marksmen need to be strong because mages either suck at killing tanks or they are too good at it, they currently suck.

Current state of the game happened because the "normal" supports, tanks and marksmen were sick of assassins and mages running the show for so long in a oppressive manner, the mentioned first 3 called out for changes and they happened which resulted in strong supports, OP tanks and mixed but also mainly OP marksmen some items buffed to various degrees.

Many mages took a ton of nerfs to the face or their items to get them out from botlane to open up for the enhancers while enhancers also got new items, then tanks got buffed to make them so strong that assassins and mages could not bully them out anymore and the marksmen got ealier power from items and enhanced protection from stronger supports and tanks to ensure they wouldn't just drop dead at every corner because a nearby assassin or mage sneezed. '

Current state of the game happened because people wished for it.

xJLx MCHammer1 votes

As riot has already admitted in another ADC thread

Originally the deign was that tank>burst>sustained dmg>Tanks

Over the years, riot has given burst champions overal nerfs. This was done either by nerfing the outright numbers or giving some kind of delay to the damage.

In response these champions that were needed were given more cooldown reduction.

AP champions effectively got pushed more into sustained damage type than burst damage. In response, tanks had to be buffed but AD got buffed too (tank rework).

By doing this, Riot effectivey gave more reliable burst to a ADCs to anyone that is a non tanks.

It’s why you see a ADC spiking with two items. It’s why you see ADCs doing 2k Frits late game. It’s wh an ADC can burst a champion better than many AP champions

Riot knows this and they won’t fix it. They admired it. Sadly, their response is, “ this is not easy to fix” despite outlining exactly what caused this

Sire Hippington1 votes

It's well known that adc have always been mandatory(atleast in high elo) for every single teamcomp with very few exeptions(morde in S5), and that's an huge issue for diversity, and for me it clearly shows that there is something wrong with adc since forever and not only this season. For me, the main issue with ADC is crit, and that's an issue for a long time now. Sure, he overabundance of shields peel and stuff that makes adc rather immortal right now is an issue aswell, but it mostly amplifyed the existing problems of adc and crit.

So why is Crit the main issue? First of, it's RNG based, which just shouldn't eist in a competetive PvP game, especially if it's at the same time the strongest damage steroid in the game. Trades/fights should not be won by luck EVER. This brings us directly to the next issue: Crit outscales EVERYTHING, the damage it brings is just to god damn huge, causeing adc to always be by far the highest damaghe threat in the game once they get some items. This prettymuch denies a proper lategame fantasy from all other classes that don't directly aim at supporting the adc by default. It also causes the imfamous 'burst per second' since crits allow for so much upfront damage that adc pop squishys nearly as fast as mages or assasins. And last, it only amps AAs, which means the highest damage scaleing is on a no counterplay, no downtime point n click that is roughly the same for all champs.

All this together massively limits diversity on adc. They by default become gods in the lategame, so you can't really give em different powercurves without the beeing automatically better than other classes, cause a strong earlygame adc will still outscale any non adc come to lategame. The next issue is that later in the game, the actual kits of adc don't matter that much, it's all about AAs. Stuff like Caits Q or Ult hardly has an impact later on as a single crit does about the same damage. As a result, adc feel very similar to play and only the utillity/mobillity/steroids matter.

So adc by default are the most reliable damage source, but also by far the highest! and that's why they are seen in every game, that's why they get peel and support and that's why the huge acces to direct and indirect survivaybillity they currently have is such an issue. If it was just supports beeing to strong, we would maybe see supported melee carries or dps mages, but it's always just about adc because they do more damage and are more reliable doing so aswell. This also translates to objectives, by haveing the highest and most reliable dps, they automatically are the best at takeing doen objectives aswell.

That beeing said, there are certainly other issues aswell. The survivabillity and savety that supports/tanks and their items can grant is to high atm, the tools adc have them selfs for survival are to potent(especially scimitar, sure give a cleanse to the class that basically is only countered by CC and give it enough stats to be good without the active, why not) and supports+items are way to focused on adc. All the steroids and effects they offer directly aim at adc, AS boosts, on-hit effects, bonus ad, even zeke's only increases AA damage...

So how to fix that issue? For me the answer is easy: REMOVE CRIT! Well, but since nothing is ever that easy, remveing crit alone only is the first step, as one needs to rebalance and rework tons of champs and items(not only crit users, but also tanks and armor itemisation), so removeing crit would be a massive project. However, without crit, one could focus alot more on the unique kits of adc. Adc could become various ranged physical DDs rather than always beeing 'the lategame dps' for the team. Sure, even without crit their AAs would hurt and they would by default offer more (reliable) dps that APs, but the scale would be much smaller than with crit and allow to focus alot on other aspects. And for potential lategame hyper dps on specific champs, ther are other mechanics that can be used, preferably with more counterplay.

Obviously, the other issues that mostly came this season still need to be adressed. Tanks are disgustingly overloaded with CC and that needs to change. Enchanters are very non interractive and mostly benefit adc with their buffs, and they usually also have issues supporting melees due to limited range, mobillity and tankiness so they can't follow them if they dive in. Support items need to loose quite some power, especially in their actives with potentially buffs to support kits(i want to play a champ, not an item bearer), and just like on supports, we need more effects that benefit other classes than adc.

The Yetii Rider1 votes

Gating marksmen steroids reduces marksmen's ability to do their primary job, which is killing turrets. I don't care what anyone else wants to say about physical damage, or sustained damage, or critical strikes, or whatever. A marksman is on the team to knock down turrets. We know that when marksmen don't have attack speed they are worthless, that's why Jhin was changed to be able to crit turrets with his fourth shot. His inability to attack faster made him bad at taking turrets, and when he couldn't take turrets he was dragging his entire team down.

So no, marksmen steroids should be available on demand. I would argue the gating on Ranger's Focus (which was put in place specifically to make Ashe worse at taking turrets) is the reason for Ashe's serious drop in pick rate.

As far as dealing with the problem, well, divers need items that help keep them from being peeled. Maybe a marksman can sustain against a diver a little bit longer, but if they can't get the diver off of them the diver will kill them.

Assassins don't feel like assassins anymore. At this point I don't know what could be done about that, they've basically changed every slayer into a skirmisher which is ridiculous.

As for enchanters, it's fine. Enchanters need to be good and feel impactful. If they don't, no one wants to play support. These days I don't need to autofill ever. I put Jungle Support and I go jungle every single game, I have to switch to Support jungle if I want to support, because the changes to the support role have expanded the support player population drastically. This needs to stay, so deal with it. If we are going to keep the support role as a constant fifth player role we need 20% of the playerbase to voluntarily play the role.

Rebonack1 votes

Simply put, Riot fucked up the DPS < Burst < Tank < DPS equation in the name of almighty counterplay and 'it has to be fun to lose against' philosophy. Remember when Assassins were bursting Tanks due to penetration being massively overtuned? It resulted in more or less the same issue, just tilted waaaaay in the opposite direction and Riot swung the pendulum way too far in the opposite direction.

First they neutered Assassins by turning them all into (poorly designed) Skirmishers, Divers, or Mages. Then they buffed the hell out of Marksmen itemization at the same time they gave a MASSIVE boost to Enchanter and Tank itemization. The end result is that we've got unkillable Tanks peeling for Marksmen while Enchanters are dropping over 3k gold worth of stats on Marksmen via Ardent empowered heals/sheilds.

How to fix this problem?

Roll everything back to where it was before the Juggernaut update and start over again.

Seriously.

Seriously.

Absolutely everything Riot has done since then has been a monumental fuckup. Wipe the slate clean and start over again. It's unsalvageable.

WiegrafOfValor1 votes

My main problem is how ADC mains deny and defend their classes even when it is oppressively strong. When their items were overbuffed and got their cost reduced on the same patch as all armor items were nerfed, many of us told Riot that would end in an ADC meta, but every ADC main just praised Rito for "saving their underpowered adcs from ADCS2k17 meme".

Besides, what bothers me is the favoritism toward ranged champions, making melee fighters and carries to compete for a position in the TOP lane, since they could fit the position of AD carrier instead of a marksman, consider the game was balanced of course.

Cowseed1 votes

My suggestion.... make supports be able to support another role/lane and maybe help with sieging. Supports is just about pumping up the adc at current. Maybe RIOT should start making supports do things other than healing and shielding. I specify this because that's the only thing they specialize in. I'm not gonna list CC because top, mid and jungle can provide more cc coupled with damage or tankiness.

If your ADC gets fed as a support you are now fed. If another lane starts to snowball then you can't really help that lane because you don't really have that many tools to help them. Or the tools to help them aren't going to be as effective as they would be on the adc. Either do this or just take away the power they get from throwing everything on the adc and make it more team oriented. Make MR shreding supports or tools to help tanks be tankier.

Supports don't feel like they have many tools to help others so mid to late game it doesn't feel much like you have a choice of who you can roam with.

Examples of skills I'm refering to are like Orianna shield and lulu ult and Zilean bombs. They give more dive pressure and help with tankiness. Maybe I'm not really refering to supports as a whole but moreso enchanters. But I still would like supports to be more team oriented.

Unironic SJW1 votes

The one thing that people get consistently wrong is the whole "adcs are mandatory bot thus they're OP" - that only exists because every other carry class needs levels more than items. To put in perspective, a level is essentially worth 1.5-2 kills on average, NOT COUNTING being able to level an ability.

Pa For most melees, you have to specifically design them to scale poorly with levels and tools to survive a ranged duo lane; range vs melee 1v1 is oppressive against the melee, but the melee outscales that matchup 1v1 a bit past level 6 in most cases, or if the ranged makes a mistake that allows the melee to get close, or if the ranged gets camped, or in teamfights where a squishy is less valuable to a team comp. It's the support that makes it impossible for most melees because even with a support of your own, peel generally counters engage. With mages, you need a way to make mages scale with items and farm more than levels (Veigar is actually the mage that comes closest, I wonder why he was never tried as a bot lane carry?). Veigar also does a LOT of damage to structures given how much AP he accumulates.

So while yeah it's a problem for diversity, it's not so much about OPness, as it is about the map design mandating certain types of champions in certain parts of the map.

Dexamoru1 votes

I honestly thing critical hit rate needs to be removed from the game. They have removed stats before. I remember when dodge used to be in the game. Well... critical hit rate needs to gtfo. More power in adc's kit and play and less auto attack to win.

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