[{quoted}](name=Hyrum Graff,realm=NA,application-id=3ErqAdtq,discussion-id=8nhyv9pX,comment-id=00000000000000000000,timestamp=2017-12-10T02:15:37.351+0000)
What do we mean by, "this style of game"?
- You seem to mean mobas.
- So does the person you replied to, but they also acknowledge that melee carries can work in other mobas but not league, which directly contradicts that.
The exact part of their paragraph was "This is just the nature of the way damage and ranged auto attacks work in this style of game." By this I take it they assume that the combination of autoattacks and range makes champions specializing in them essential to teams in MOBAS. Their other quote, which you picked up on, was "There are some moba's that can make melee hyper carries work," implying that the ability for melee caries to function is something that has to be deliberately worked upon, rather than a feature innate to the MOBA genre.
[{quoted}](name=Hyrum Graff,realm=NA,application-id=3ErqAdtq,discussion-id=8nhyv9pX,comment-id=00000000000000000000,timestamp=2017-12-10T02:15:37.351+0000)
I picked up more on the latter bit than the earlier point, so I (¿mis?)understood your comment to imply that "therefore, it's possible for adcs in league to be relevant but not mandatory", which I think is probably untrue.
Those are two separate statements. My direct response was that the status of marksmen in League is unique to League, not a problem endemic to the genre. My follow-up, however, is that the status of marksmen in League is also not one based on systems that cannot be changed -- because these systems can be improved, marksmen can become not mandatory, and even without these changes, we're not actually that far away from an environment where marksmen are non-essential, though still valuable.
[{quoted}](name=Hyrum Graff,realm=NA,application-id=3ErqAdtq,discussion-id=8nhyv9pX,comment-id=00000000000000000000,timestamp=2017-12-10T02:15:37.351+0000)
- I am inclined to interpret it a bit more narrowly; although smite is technically a moba, the camera controls make it feel very different to me -- more mechanical, less strategic.
Mentioning the differences between individual MOBAs does not automatically make those differences relevant to the question of marksmen. In Smite's case, the fact that it is more mechanical and less strategic would likely make marksmen even more mandatory, as marksmen are a class that are more mechanically than strategically intensive. That is, however, not the case.
[{quoted}](name=Hyrum Graff,realm=NA,application-id=3ErqAdtq,discussion-id=8nhyv9pX,comment-id=00000000000000000000,timestamp=2017-12-10T02:15:37.351+0000)
I'm not sure in league to make adc optional, without making them absolutely unfun to play. Case in point: ziggs bot happened at the same time when people said "adc in 2k17" seriously.
"ADC in 2k17" was a notorious overreaction from people who felt their class was threatened. Marksmen were still largely essential, the problem just was that marksmen died more quickly if they got caught. The buffs that resulted made them even less fun to play against for everyone else. If there is one takeaway to be had from that period, it is to not give too much damage to champions not meant to deal damage, in this case tanks (a problem that persists to this day).
[{quoted}](name=Hyrum Graff,realm=NA,application-id=3ErqAdtq,discussion-id=8nhyv9pX,comment-id=00000000000000000000,timestamp=2017-12-10T02:15:37.351+0000)
This relates to the thing above because, at what point do you say, "you made marksmen fun and optional, but that game isn't league any more."? So yeah, other mobas can do it, but that doesn't mean league can.
Again, games that featured Ziggs bot were still League, and they were still fun. In fact, many people praised the possibility of a non-marksman in the bot lane carry position, because it would've added immensely more diversity to the game. Similarly, while Mordekaiser bot was largely criticized due to how badly designed his kit was/is, many players were favorable to the idea of having some non-marksman carry. League can have games where marksmen aren't essential because we've already had them, and so without even really deep changes.
[{quoted}](name=Hyrum Graff,realm=NA,application-id=3ErqAdtq,discussion-id=8nhyv9pX,comment-id=00000000000000000000,timestamp=2017-12-10T02:15:37.351+0000)
Marksmen hyper-scale because crit gives them an extra level of multiplicative scaling. However, it doesn't have to be this way. For example, I'm pretty sure that hots marksmen don't have hyper-scaling damage. However, I think this change would be so disruptive to marksman players that, practically, will never happen. Maybe in a "league 2.0". This part is what ties together the three different things in this comment.
Except crit is a widely disliked stat that even Riot has criticized on several occasions. Again, I'm not suggesting removing crit is the way to go, but we already have several marksmen who do not really need crit to operate, and who play just fine. Marksman build diversity has never been better, and while some aspects of that may not be so great (marksmen depending on Lethality makes it harder to balance AD assassins), it just goes to show that crit is not this sacred, monolithic stat that absolutely needs to be preserved at all costs, for fear of "disrupting" marksmen.
[{quoted}](name=Hyrum Graff,realm=NA,application-id=3ErqAdtq,discussion-id=8nhyv9pX,comment-id=00000000000000000000,timestamp=2017-12-10T02:15:37.351+0000)
Ranged, targeted, infinite, highest dps, essentially 0 downtime => best in teamfights (because tanks), fastest objective takers, & good at seiging. Scales with gold more than levels => great duo laner. If you want optional adcs, something has to give.
I completely agree that something has to give. For one, I think fighters and marksmen should be on equal levels of DPS, particularly since fighters have to work more in general to be able to apply their own damage, but in addition to this I think marksmen are going to have to end up relying on their kits more in the future. For most champions, we've evolved past the era of ball-of-stats champions whose unique abilities only serve to amplify their items via on-demand steroids... except for marksmen. Champions like Twitch and Tristana are relics of that era, and more modern marksmen have unique enough abilities that they can be made more level-dependent. Marksmen like Caitlyn, Ezreal and Varus especially are already somewhat more level-dependent, as they were originally designed to be mid laners, and at this point the argument that marksmen need to be more gold dependent no longer has any bearing, because marksman builds are the second-cheapest in the game, after support builds.
I would also add to the above that one of the reasons marksmen are currently mandatory is because they're the only damage class allowed to be late-game champions, with Riot stating as much during this year's Worlds (they also stated there that it was perfectly possible to switch primacy over from marksmen to other classes, such as battle mages). The notion of an entire class having the same power curve, aside from being impossible and harmful to in-class diversity, is also harmful to diversity across all champions, as here it means that carries from other classes are being deliberately relegated to second place at best, whereas marksmen who are naturally good early- or mid-game also get to enjoy an arbitrarily strong late game. Part of the issue with marksmen is effectively not so much that their damage output is somehow so special that it needs to be on every team (again, look at HotS and see which characters are the best teamfighters there), but that they're simply not made to run on the same design rules as every other class, to the detriment of everyone else.
[{quoted}](name=Hyrum Graff,realm=NA,application-id=3ErqAdtq,discussion-id=8nhyv9pX,comment-id=00000000000000000000,timestamp=2017-12-10T02:15:37.351+0000)
By crit I meant another form of (hyper-)scaling, not the pRNG we have today.
But why? Are spells lacking in their ability to kill their intended targets right now? I don't think the answer to hyperscaling autoattacks should be to multiply the damage of ability-based nukes, as in their current state it would cause many single abilities to kill other champions in far too few hits, which would be immensely frustrating to all. Considering how there is frustration already at how marksmen are outputting burst-per-second, toning down their later autoattack damage would likely be a far better alternative.
[{quoted}](name=Hyrum Graff,realm=NA,application-id=3ErqAdtq,discussion-id=8nhyv9pX,comment-id=00000000000000000000,timestamp=2017-12-10T02:15:37.351+0000)
I need to get back to my hellish finals week, maybe no reply for a couple days.
Best of luck with finals! I'm on the same boat too, got a bunch of final programming assignments to hand in before Wednesday. The struggle is real.