Why playing ranged ADC isn't as fun anymore
I can sum it up in a few points.
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Ranged ADCs are meant to be safe when really, most of them aren't. They're so close to the battle that unless they're obscenely overpowered like Graves, they'll just get jumped and murdered. Even at mid-late game, even when you do a lot of damage, you have no defense, so unless your team has been protecting you, be prepared to die, a lot.
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I seriously feel pure damage builds aren't as viable as they used to be. They worked for the longest time on ranged adcs, but now it seems any fighter can build half tank half assassin and be just as if not more effective.
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"Most" ADCs are either too easily countered or have to play like opportunistic cowards. Tristana, for instance, is utter crap without kills, and will ALWAYS rocket jump to ks like the little coward she is.
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Again, 550 range is great for pros, who have teams that don't suck, but for anyone struggling to get out of bronze or silver, good luck making anything big happen without your team. And don't tell me that that's the point. If my team is bad, I should NOT be screwed over for it. The point of being a carry is that I should be strong enough, and yet AP carries seem far more capable of carrying without assistance (even after Ahri's been nerfed from being overpowered to actually balanced)
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I've actually seen people avoid having ranged adcs on their team because it's a growing opinion that ranged adcs don't get enough benefit for their position, and sacrifice too much.
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I'm tired of toxic supports who belittle you for the first and any mistake thereafter, because they're so good at this game amirite? (and yet I still end up doing more than they are capable of doing because they picked a support that couldn't carry in an emergency).
In short, ranged adcs need SOMETHING to make their low elo play more rewarding. Having to duo just to make it work can't work for everyone because some people prefer to solo. What do you guys think?