The Issue with the Crit Item changes - and ways to fix them!
Hello!
As an ADC player, the game feels shit right now. I'm not complaining about ADC's being weak or the fact that other roles are seeing play bot lane, because personally I think that is cool. For me, what really feels so god damm dreadful is the fact that only 4 ADC's are REASONABLE playable right now (
,
,
,
). I'm not saying that you can't play the other ADC's right now, but if you do opt into playing them in a ranked game, you put yourself in a seriously disadvantaged spot. All 4 of these viable ADC's have one things in common that make them shine over the other ADC's.
They don't have to solely rely on crit items for their builds.
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Now this isn't a bad thing. It's good that ADC's are finding different items to slot into their builds in order to change around the power spikes of the champion. And this doesn't mean that Crit Items lack damage right now, because they honestly don't. If a
or
gets their core Crit items, they are going to do a decent amount of dmg. But that where the problem lies. GETTING to those three core crit items. If you have played a Crit champion in the past 2 patches, you most likely have realized how horrible it feels buying your first 2 crit items. And the reason it feels so shit is not because of of much it cost, but because the build paths and stats on some of the items suck ass. Let me explain: -
Infinity Edge
Lets take a look at the old build path for Infinity Edge vs. the new build path.
OLD:
+
+ Cloak of Agility + 425 gold
NEW:
+
+ 1100 gold
As you can see the build path for the new IE has way more costly components. and this sucks early on. Even though Crit ADC's don't want to build IE until their 2nd or 3rd item, they still want to buy some early AD to help buff up their abilities. For most Crit ADC's, their abilities are extremely important in regards of getting them through the early, mid game - and it is important that they get some early AD to buff up those abilities. Before the Crit item changes, it was reasonable to be able to afford a
after your first back. If you farm up correctly and play the first few lvls smart, it wasn't difficult to get 875 gold on your first back. Sure some games you could afford a
sword on your first back, but that was usally only if you get a first blood or stayed in lane for an extremely long time. But now that
has been taken out of the item build for IE, it feels extremely awful to get early AD in the game. Your either forced to sit on a ton of gold and go back to lane with no new items just to save up for
OR skip getting AD early on in the game and rushing into your zeal item. This right here, FEELS LIKE SHIT. Sure you can get a
and build it into a
, but that just ends up delaying your core crit build EVEN MORE. So how can we fix this? By changing the build path of IE.
Instead of having the build path consist of two
, you can have it be something like this:
+
+
+ 1075 gold
This way, Crit Champs can buy some early AD that will also slot easily into their item builds. I'm not asking to lower the cost on IE, or increase the stats on IE, I'm just asking to change the components around so that it doesn't feel like shit building some early AD as a Crit ADC. -
Critical Strike Chance Interactions As we all know, the increased 50% crit dmg and 20% crit chance on IE has been replaced with 2x crit chance and some true dmg on your Crits. And this is cool, it's not a horrible trade off. But what I want to take a look at is the 2x crit chance passive on IE. This is awsome and all, but when you look at it's interaction with zeal items, you an see a major flaw that ends up making ADC's buy more stats then they can use. Lets say you buy a
and a
. The combination of these two items gives you 60% crit chance, which is good. But lets say you build
,
AND
, you end up with a total of 120% crit chance. Now this is so ineffective for ADC's. Not only was Crit as a stat increased in price, but now ADC's have to spend gold to get an extra 20% crit chance they will never use? That just seems extremely dumb, just flat out dumb. Currently 1% crit chance is equal to 60 gold. So ADC's are currently wasting 1200 gold worth of stats, if they build triple crit items, which is core on most Crit ADC's. WOW. So how can we fix this? By removing some of the crit chance off of zeal items and decreasing the price of zeal items based on how much stats are being taken away. For example:
,
,
and
All currently give 30% crit chance. So buying two of these would end up giving you a total of 60% crit chance. Combine that with the passive from IE and you now have 120% crit chance. If you just take away 5% crit chance from all of these items and reduce the cost of these items by 100 gold ( 1% crit chance = 20 gold), ADC's will end up with exactly 100% after buying two zeal items and an IE. Now I know some of you are going to complain about, "But isn't lowering the price of Crit items going to let crit ADC's scale up faster?", and my answer to that is Yes and NO. In fact, ADC's are going to have LESS stats before they complete their IE, making them weaker as they ramp up, but allowing them to rap up a tad bit faster, only 200g sooner.
So that's all I currently have to say regarding the changes to the Crit items. Thank you for reading it and please leave comments and feedback on what you think about my proposal and what you think should be done!
even though I need the crit.
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depending on the situation.
I mean you can switch tabi for zerkers and not build GA BT or Maw,but i highly recommend you try it,so many times ive won just cause they couldnt deal enough damage to kill me or cause they blow everything to get my GA and then just get chased down.
Also the armor from tabi and ga alone give you about 30% more effective HP against AD enemies than if you didn't have it,at lvl 18 thats like having 700 more hp than your enemy who opts not to buy it,not including the GA even
and
would be strong, too, since they can do the on-hit build as well.
What differentiates these two from the others you mentioned is the fact that they are immobile and they can easily be dove by enemy bruisers, so, while changing crit items could help, I'm not sure it would be enough.
+
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, and that build path sucked, because the item was being picked among the last in the player's inventory. Because players didn't have three slots to spare at that point, they basically ended up sitting on a NLR, maybe a Blasting Wand and a bunch of gold, and had to wait super long in order to build Deathcap. Because IE is now being built fairly late usually on crit marksmen, it might therefore run into the same problem with the suggested recipe. Some ideas I had in mind to answer this: