Masters player predicted every change and called for these changes to ADC itemization months ago

Ukon3·5/2/2018, 11:53:20 AM·4 votes·1,372 views
- Pastebin.com

hi all, s7 masters jungle Ukon3 as some know me. I've been saying to make changes since the middle of season 7 when they massively buffed every adc item in the game but didnt write out my thoughts until months later and now i see almost word for word what i have been saying for about a year implemented into the game, so i thought it'd be pretty funny to post what i wrote back then to see how closely it compares to what they chose to implement.


**********************LARGE EDIT 12/4/18 ************************************** This is an formatting edit for linking this post for my playtest application, Hi maple! I will be formatting the pastebin text and writing it in this post body for easier reading. This was the first thing i wrote, and despite a clear lack of professionalism, I think it had some of my better analysis so i wanted to include it.

TEXT:

What is wrong with ADC and how to fix it 2/18/18 Ukon3

I’ve become pretty well known among my small following and friends for rework predictions and design changes that getting implemented into the game, now im starting to keep a record of all my thoughts as a kind of "I told you so"

What needs to happen to Adc itemization (what riot games is delaying until what I assume is midseason)

  1. Adc needs a 1 item power spike that is not crit based, something similar to botrk that gives attack speed and damage and some sort of on hit or utility.

  2. Rework infinity edge completely, I would recommend removing crit from it so it doesn’t scale off itself forcing it into a 1 item spike and optimal first choice for raw dps, changing how it’s multiplier works from +50% dmg to something less bursty that is a result of RNG would be good.

  3. Rework reaver, shit just makes no sense rn, honestly I don’t know what they want that item to be so I’m not going to put in any in depth comprehensive ideas of what they should do for it. They want it to be for caster adc’s in some way. I would recommend getting rid of a 30% cdr item though, adcs should not have that much cdr. Maybe something like a lee sin passive that gives stats and a mana or cooldown restore after spellcasts similar to what zekes does? Riot’s had a hard on for “power windows” lately and I can see them doing something with reaver akin to zekes. Whatever they do end up doing it should be less of a ball of stats and more of an ability based power window item.

  4. Return all Zeal items to 2800 gold and zeal itself to 1300 gold. Delay the 2 item power spike. Reasoning: ADC’s getting ahead and getting to their 2 item spike makes them way too fucking powerful when they are ahead of the curve in the game, a 1 item spike is needed so that if youre losing on ADC you don’t feel like complete garbage, (sitting on like pickaxe and tabs/zerkers, with maybe a zeal) so you have a solid 1 item spike that gives you all the stats you want (both ad, AS, and some sort of on hit most likely, weaker 2 item spike compared to IE+zeal item. This will give adcs a good spike without making them absolutely broken op when they hit 2 items ahead of the curve of the game. A feeling of actually getting to play the game before you farm back into the game with IE +zeal item. This lull in the 2 item spike gives breathing room for other positions when the winning bot lane starts to rotate, 2 item spike is weaker than old 2 item spike allows for other roles to actually fight back. 3 item spike is where adcs really start to turn on, which is going to make sense since ADC itemization will actually cost more gold than before, the first item power spike will absolutely cost more than a zeal item.

This dip in the power of the 2 item spike will change how the game is played from a macro standpoint, laneswapping will be significantly riskier as a strong mid or top laner now actually has a chance of fighting back against the bot lane duo. 2 item spike makes games less snowbally and allows the adc that lost lane to actually have a chance to participate in mid game skirmishes before farming back up to two items before being an actual champion.

The one-item-spike item should have 1.) Attack speed and AD 2.) Some sort of utility(haste, shred, lifesteal, really doubt it will have crowd control) 3.) No damage scaling of crit, if it’s a crit scaling item this rework is a wash. Utility scaling mayyyybe but don’t give the item crit or else 2 item spike with zeal will cause the same problems again.

Reworking infinity edge: Remove crit, and rework its passive into something that doesn’t burst as hard when you get a lucky crit, lucky crits at 1-2 items shouldn’t decide mid game skirmishes. make it more expensive by 200-400 gold depending on what the stats and passive end up being. Having crit on infinity edge makes it scale off of itself leading to the optimal first item buy. Ideally at the end you have an item that is a really strong 3rd or 4th item spike that gives a lot of crit scaling.


12 Comments

GhostOfTsushima5/2/2018, 12:26:15 PM1 votes

yeah no one really care lol

cus League is still shit

Mordepool5/2/2018, 12:33:34 PM1 votes

I have been saying alot more was needed since the end of season 5

NocturnalSheild5/2/2018, 1:09:24 PM1 votes

I mean. People have been calling for the removal of crit for as long as ive been on the forumns. And thats 6+ years.

Junk Wolf5/2/2018, 2:00:27 PM1 votes

I don't think crit is a problem. Some people literally saying that the forums been saying to remove crit for 6+ years... in most cases the average player is incapable of providing feedback without an ulterior motive based on their role. If this game was designed like Dota i can imagine how upset the player base is. You get only 1-2 carries on the team. Everyone else is like a support-ish role. In reality this is a better design philosophy. In league everyone wants to be a carry. Furthermore just because a large group of people say something and agree on it doesn't make it right. Just because a large group of people think the earth is flat doesn't mean they're right (think reddit hive mind). But I digress.

adcs doing the most damage seems pretty relevant for what they are a glass cannon class designed to do consistent damage. Mages burst, adcs perform consistent/high damage, tanks soak damage, mages do burst damage, control mages provide a mix between damage and cc, support provides utility (shields, cc etc), Junglers typically have a gap closer and provide x thing based on comp etc.

Fact is regardless of how strong I am as an adc there is an assassin that flanks me I'm dead, if I don't bait out skill shots from ahri etc. I'm going to die. That doesn't mean rework adcs to be tanky.

Regardless of a design goal that either nerfs or buffs a class someone will complain.