@Riot when and why did you decide that adc marksmen are the only mandatory class in the game?

MunchCrunchLunch··1 votes·909 views

Currently. there are 5 positions n the game. all of them are a role. except adc. which is both a champion class. and a role. you see ad carries in mid lane jungle top and in the "Adc" position. but I don't see bruisers playing "adc" or mages doing so.

When did riot decide that that role has to be the most important role in the game? its the role the other 4 has to babysit. I mean am sorry but we don't have mid and top lane supports.

also all itemization in league of legends. has diminishing returns in some way depending on the champion type. for example. a good chunk of a mage's damage comes from their bases and after they level them up the more ap they buy adds flat numbers of damage depending on the base. it doesn't multiplicatively increase their damage. also it doesn't increase how much burst and sustained damage they do proportionally to how much they built.

tanks build obviously tank items. tank items start falling off a cliff right after you buy your second armor/mr item. the amount of resistances damage reduction you get all has diminishing returns.

lets look at ad carries. you have itemization that increases the damage you're doing by 250%. at the same time. you are getting attack speed. which further increases that. a typical adc like twitch or vayne or kalista idk have about 1.5-1.8 attack speed at the end of the game. critting at 650-1.5k damage if your jhin or cait or draven. now. building damage. never falls off. your damage gets multiplied by 2.5x every time you build a damage item. the attack speed also allows you to proportionally do more damage. its not a flat increase. whats the word for that its a positive exponential increase.

meanwhile tank itemization has a negative exponential decrease.

if you ask me the way ad carries have been tweaked over the years is why we have damage creep now the fact is an adc can kill a squishie with 2-3 autos . and those are autos that never go on cooldown and they are also RANGED.

tldr: adc itemization is too strong. they don't pay enough price for their range advantage. sorry but idk 25 or so base ad isn't really as much of a deal as 400-500 extra range. we need some clear line of adc weakness on who and what they can auto and kill and what their itemization is and not just "pure blind damage that doesnt fall off". and tank itemization fall off is too hard.

range is a combat stat. why are items giving a ranged champion as much combat stat as a freakin melee? why is there no separation in this. if your gonna make ranged and melee champion. make separate items or separate rules for them with the items

5 Comments

Zero Skill Tank1 votes

I remember someone from balance team saying there was a time when they tried to push other classess to bot, but they couldn't find other playstyle that would be healthy in 2v2 lane, so eventually they gave up. Example: big fail of Morde rework.

About their damage increaasing: that's basically the idea of a class. Weak early, vulnerable, but powerful damage lategame. I can't agree that this is the reason of "damage creep". In fact, in older seasons Marksmen used to deal even higher lategame damage: BT used to grant you 100 AD(and, if I remember correctly, you could have two of them stacked?), IE 80 AD, PD gave 50% AS, and LW penetrted 40% of total armor. Even BoTRK got nerfed.

MunchCrunchLunch1 votes

{quoted}

I remember someone from balance team saying there was a time when they tried to push other classess to bot, but they couldn't find other playstyle that would be healthy in 2v2 lane, so eventually they gave up. Example: big fail of Morde rework.

About their damage increaasing: that's basically the idea of a class. Weak early, vulnerable, but powerful damage lategame. I can't agree that this is the reason of "damage creep". In fact, in older seasons Marksmen used to deal even higher lategame damage: BT used to grant you 100 AD(and, if I remember correctly, you could have two of them stacked?), IE 80 AD, PD gave 50% AS, and LW penetrted 40% of total armor. Even BoTRK got nerfed.

am saying there should be something you sacrifice in order for your range. items are the same for melee and ranged carries. it makes no sense that the few extra stats on the melees. the extra 100 hp or so the extra 10 armor and the 20 base ad isn't exactly the same late game and also iirc someone like quinn is not weak early game in the top lane with her winrate. people say ad carries are weak early game because they don't crit you for 1k damage and instead do as much damagewith autos as anyone else.

what am saying is why is adc is the only mandatory class. rhetorical question. why aren't melee carries and assassins mandatory? because they have CLEAR weaknesses at every point outside being squishy because thats a build decision and not really an exchuse. there is 0 fucking negatives of having range and sustained high damage that can kill anyone. zed doesn't go for the tank a mage doesn't focus down a tank. adcs focus down anyone in their range and which is why they are always picked and peeled for. there is too much power for 1 role.

pick any adc when you get your items. doesn't matter which adc you are playing you know. you have the sustained damage to win a fight if it goes well. there are no cooldowns. there aren't; any windows of weaknesses. you are ranged. you get peeled for. and the zone your team create for you is what big headed carries say as " its really hard to position well" the only good position is the one that your team creates for you.

can you wrap my head of what am trying to say. why do tank items have diminishing returns and auto attack modifiers don't?a melee aa carry takesm ore of a risk to do damage. meanwhile ranged take way less. what is the compensation here since both get the same amount of damage from items. the stats melee get are negligible and some ranged champs have pretty fucking close stats to melee carries. shouldn't ranged champs be sacrificing damage or something that is actually a meaningful combat stat like aa damage. or aa speed. just in general.

you fight a tank you're like oh look they used their cc let me kill them

you fight a mage your like oh they used that ability let me kill them

you fight a fighter. ohh they got close let me use cc on them and kill them

you fight an adc and your like oh no. lets all dive and hopefully they don't have enough peel to save them. you just hope for the best really

Zero Skill Tank2 votes

Marksman are the only mandatory class, because they are best at taking objectives, and this is objective-oriented game. They do have very clear weaknesses, which is why every team dedicates at least one player to mitigate for those weaknesses.

someone like quinn is not weak early game in the top lane with her winrate

Quinn is obviously a problem and deserves a nerf, however in recent patches she is picked very rarely, so Rito doesn't seem to notice. Please note however how most marksman do not combine mobility, interrupting dashes, heavy point-and-click slow and high early game damage.

the stats melee get are negligible and some ranged champs have pretty fucking close stats to melee carries.

That's not true. Skirmishers like Trynd, Yi or Yasuo deal crapton more damage than marksman do.

AstralVoid1 votes

They tried forcing a melee into the ADC role. The (failed) result? Mordekaiser. It doesn't seem to be possible in the current meta without making the champion overwhelmingly powerful in any other role. Protect the Kog'Maw or [insert marksman champion here] has been a long standing tradition, but it isn't without its merits.

Some bruisers or assassins have the kit to be able to kill a marksman one on one in the late game, but others have to rely on their team (and their own marksman) to reliably take down a fed carry. Go figure, it's a team game.

Caítlyn1 votes

Oh look its this thread again.

yawn

More from Gameplay

More by MunchCrunchLunch