Can we actually make ADCs have a BAD early game?

Theorchero··164 votes·8,147 views

I mean, not compared to other adcs.

But them as a class. They are the ONLY class that has a safe early game because of range and ease of farming, on top of the ability to actually duel a lot of other classes 1v1 because of their steroids and mobility tools.

If they are going to keep being able to absolutely dominate late game in the form of DPS, objective control, and tower destruction, they MUST have a proportionally weak early game. Good example is GP.

He's AD and scales with items just as hard or harder than ADCs. He has a weaker early game than just about 90% of the roster. He has poke, but he's melee, so he can either poke with Q or farm with Q. He has the TOOLS to play safe, but unless the enemy is making a lot of mistakes he's not going to straight up bully most matchups that aren't Nasus.

After his first expensive item (Triforce), he's a threat but he still has to play properly to be close to able to 1v1 anyone. ADCs? They have an entire class dedicated to protecting their ass while they shred your entire team because that ONE item they have is 1.5x a power spike as most other champions because of natural steroids.

Look, my point is that NO adc should be able to go top lane without losing the 1v1 early game. NO adc should be able to go mid lane without losing the early game because they ALL scale so hard. MAYBE you had an argument for champions like Cait, but since her buffs and minor rework she's just as good late game as she is early, and Varus has buffs on the pbe too.

If ADCs are going to continue to be good early game, nerf their late game so they can't just drain tank any bruiser's damage and melt towers with no effort. We've had six seasons where the game has LITERALLY revolved around ADCs and bot lane. It's time that changed.

EDIT BECAUSE PEOPLE AREN'T READING MY RESPONSES TO THE SAME Q'S

"ADC'S DO HAVE A WEAK EARLY GAME"

Okay, so ADC's are weak by comparison because they aren't able to kill mages or other squishies in 1-2 autos and tanks in 7. But I specifically mentioned in solo lanes. And NO, I haven't had my ass handed to me by an adc in a solo lane. I haven't played against it in months.

The reason I don't think ADCs should be able to 1v1 if they outscale massively is because they don't follow the paradigm you need them to in order for them to be balanced in this situation.

Power early game <-------- Mid Game Power ---------> Power Late Game

Champions with early power, like Renekton and Pantheon, fall off hard. They are almost unstoppable 1v1 with few exceptions (such as Jax into Renekton, but that just makes it a skill matchup instead) and are useless late game and mid game if they don't snowball.

Mid game champions either tilt towards late or early game based off item spikes. Champions like Irelia are in this category IMO because she spikes really hard with Triforce but unless she's able to dive carries late game she's useless.

Late game champions, or classes in my particular case, should be weak early game. It's okay to have safety tools to help with this (Nasus lifesteal, ranged forms of farming based on abilities) but ADCs have safety tools and steroids out the ass as an entire class.

Ryze was specifically reworked twice because he bullied top laners hard while outscaling them, often times to the point that he was strong at ALL points in the game (Fun fact but unrelated, Ryze is broke af now.) Most ADCs (most notably Vayne, Caitlyn, etc) can go into one or more solo lanes and bully the laner while being able to outscale them as well.

GRANTED in a lot of matchups, the mid game becomes a different story, and ADCs without good disengage tools will find themselves engaged on and beaten to death by bruisers who are mobile. But Immobile ones like Darius, Illaoi, etc have little to no possible recourse.

"Then why pair them with a support?"

{quoted}

It's because there's an extra player available, and the ADC is the most important role AND they scale extremely hard with gold.

So naturally, you pair the off player up with them on a champion that can do a lot with very little gold income to help ensure that they get farm. It's not that ADCs can't solo lane and win vs solo lane champions, because of their range and strong auto attack they are often extremely oppressive, so they basically require jungle attention. So if bot adc's didn't have a support they'd be getting ganks all day and it'd be 2v2 constantly because both junglers would never leave except to farm.

The entire game, the meta, the very MAP has been warped around the ADC role. How many times has individual jungle camps been nerfed because bot lane could take gromp and give their adc level 2 while the other adc was lvl 1? That had to be nerfed for all non jungle champions because the ADCs would snowball and take over the game because they're ADCs.

"What do you propose then?"

Okay, so if we don't want to completely gut early game for ADCs (which would, ironically, enforce the meta more by ensuring support never leaves bot), then we need to change the game's dependency on ADCs in order to take turrets or neutral objectives.

I think giving mages additional ways to damage the turrets via auto attacks is a good start. They do 40% of their AP already which is a good thing but it's still nowhere as safe as ADCs, but this could break hybrid champions. Instead, I'd rather see Baron have reduced magic resistance so you're less reliant on having an ADC in order to do baron in a timely manner.

This gives less requirements to having an adc at all. If you really want to reform the meta, let's give double relic shield a buff so that if you have two champions that proc relic shields you receive increased healing. This lets you have a melee support and a carry bot laner that's melee to be viable. Tired of yasuo? Make them live in bot lane instead of mid :D.

262 Comments

Ralanr17 votes

How would we do that? Drastically cut their early game AD?

Astôlfo7 votes

Probably.

Ralanr4 votes

How far? I'm honestly thinking to making it 50 average with Doran's blade, but that's too extreme.

ACENOX5 votes

with AD runes and doran most adc get to 70 AD ore more at lvl 1 people hate bringing dota2, but while their "doran shield version" reduce incomming damage by like 10 (and cost 200 gold) ranged adc have a fixe 50 average AD at lvl 1

so yes, making it 50 average

Sona Ping5 votes

Dota is not League nor is it comparable. Dota has 4 second stuns, 6 second silences and things like blink dagger.

TheTrueQuarian8 votes

Well League has summoner spells and Yasuo :^)

Kirius Dark9 votes

Would make it much harder to last hit, especially under tower unless minion health is adjusted too? But then other lanes are affected as well. Might make supports be more proactive in minion hitting though to prime CS for the ADC, but that could be a too high of a skill for the majority of supports to do while not stealing CS or making the ADC miss them.

I think it would change the support role quite significantly if the ADC cannot trade that well early and have someone like a J4 or pantheon support just dive them and win trades all day. Would make certain supports who cannot do high damage be less useful since theyd be the ones who would do more damage to win trades than early ADCs.

junglerboy164 votes

If they made ranged AAs have a small minion execute (say 75 health or lower = insta kill) they could easily nerf ADC base AD to about that much across the board. That then makes them weak at fighting champions without items, but still gives them a fair means of farming (equivalent to what they usually have now between runes and masteries before their first items).

LankPants6 votes

Significant nerfs to D-blade for ranged champs springs to mind for me. Nerf the stats it gives to ranged champions specifically.

ZephyrDrake26 votes

{quoted}

Significant nerfs to D-blade for ranged champs springs to mind for me. Nerf the stats it gives to ranged champions specifically.

that would just make them go for long sword and pots

LankPants3 votes

that would just make them go for long sword and pots

That would still serve to make them weaker early game. Longsword pots is a weaker start than Dblade, if it wasn't no-one would ever go Dblade.

I'm not convinced about that anyway, if you did something like HP 80>40 + 40 if melee and AD 8>7 with + 2% LS if melee you'd put it in a spot where it's still probably better than Longsword/3 since its long term sustain and early/mid scaling is better but it would be less overbearing to play against ADCs early on with them being far more susceptible to ganks, especially outside of bot. It would also help out offensive top laners who seem to be struggling a fair bit right now.

Kirius Dark2 votes

Id say just make another dorans item for ranged, maybe something with a minion execute mechanic to help them CS early if they get reduced AD. Would slow ADCs down to have an item that doesnt scale as well into mid-late game and have slightly less useful stats.

Something like Passive - executes minions under 150 HP. Restore 5 HP per minion kill 80 Health

So if an ADC doesnt take it they'll need some serious help from the support to prime minions to last hit, or be amazing at last hitting when minions have a shred of HP left (or waste mana to CS with abilities) and be fully punished by not being able to CS under tower very well at all. Also gives some sustain which matters only early game but if the opposing ADC doesnt take it they'll start to lose out on sustain

50000000000000001 votes

Maybe make the execute damage scale with levels, or at least have a 100% AD scaling?

Trias0002 votes

{quoted}

Maybe make the execute damage scale with levels, or at least have a 100% AD scaling?

Autoattacks already have an execute with 100% AD scaling ;)

Ha1man2 votes

Oh why, numerous ways in fact to choose from either in addressing early game power or late game sustain/reliability:

  1. Nerfing base AD and AS, increasing AD and AS scaling per level
  2. Nerfing base values on all of their skills, increasing bonus ad scales
  3. Removing most of safety nets from ADCs, with some exceptions (Ez gets to keep his disengage, thousands of other ADCs don't)
  4. Removing excess CC from the ADC class. Why does Jinx need those root traps, again?
  5. Moving more power into skills at the cost of reducing auto-attack power across the board, so ADC damage is not 100% unavoidable
  6. Removing lifesteal and defensive items options, so regardless of dps ADC remain very squishy late game
  7. Removing toxic items like Hurricane, since you don't get to melt faces single target and clear waves. Remove most of other waveclear options from ADC as well. Why does 80% of ADC roster have excessive AOE potential, again? Aoe should not be a strong suite of the ADC class, either in teamfights or in lane. Having one Corki with aoe is fine, having literally every ADC have some decent aoe options isn't.
  8. Cut down on stacking multiplicative modifiers to auto-attack. Does the game REALLY need crit chance as a whole? I highly doubt it.
JackMcSnipeyz12 votes

The only "problem" with carries early is that they have range, fighters shit on ADC after they hit level 3 and can engage properly.

Once a fighter get in range they win 1v1 easily - champs that come to mind : renekton, darius, riven, xin. The only real counter to their stronge engage is vayne, tristana or quinn who have superb disengagement tools.

Take ADC toplane and see how fast you'll get piled on by their jungler.

Theorchero3 votes

{quoted}

The only "problem" with carries early is that they have range, fighters shit on ADC after they hit level 3 and can engage properly.

Once a fighter get in range they win 1v1 easily - champs that come to mind : renekton, darius, riven, xin. The only real counter to their stronge engage is vayne, tristana or quinn who have superb disengagement tools.

Take ADC toplane and see how fast you'll get piled on by their jungler.

Yeah, but my point is that if they scale so hard in the late game, why is it okay that basically ANY adc can go into solo lanes, either mid or top depending on the adc, and wreck face? I get it that the way you deter that shit is by just making their life miserable, but it's the fact that they have no innate early game weakness.

The biggest offender here obviously is Vayne, but others like Cait come to mind because she also bullies lane hard AND becomes a monster late game because of hurricane and armor pen headshots.

Sire Hippington12 votes

I'd prefer them loosing lategame power instead to be honest. That also would be easier to achive without accidentially gutting adc, because your wrong in one point: adc are not safe early, they are pretty vulnertable, which is why they mostly get played bot where they have a support to keep them save. And as a reminder: Vulnerable does not mean 'weak'!! Adc are strong early and can win most matchups on their own 1v1, but they are vulnerable to ganks and have huge issues IF someone starts snowballing against them, which is why they are vulnerable and usually played in the duo-lane. If you nerf theri early, either nothing really changes and supports still suffciently cover theri weaknesses in lane, or they become unviable all to gether. If we want more varity in botlane without simply killing adc, we need to finally get rid of the adc godlike-status come to lategame and give other classes a lategame fantasy aswell.

Also, bringing GP as 'good example'....no, just no.

Teridax6811 votes

This is a very good point, one I completely agree with. The whole idea of marksmen being weak early game is a myth on multiple levels at this point: not only have marksmen always been covered by supports when they did have a weak early game, effectively mitigating a large part of that weakness, but now marksmen also get to go into solo roles, with many of them performing consistently well, to the point of bullying other laners, including classic lane bullies like Renekton or Garen. Nerfing the early game of marksmen would be seriously mitigated by them just being able to turtle in bot lane and avoid a lot of that impact, and the overall result may not be fun for everyone, since it might just encourage passive play and hard-farming. It also doesn't address the fact that marksmen are often ridiculously dominant at full builds, with enough damage to surpass even some assassins when bursting down squishies, on top of premier tank-busting and objective-capping power.

I also take issue with the idea of any given class being a designated early-game/mid-game/late-game class: we have late-game fighters and assassins, early-game mages, and even a whole bunch of marksmen notorious for their strong early to mid games, e.g. Corki, Ezreal, Graves, Miss Fortune, etc. While it might make sense for some classes to be naturally stronger at different stages of the game, I don't think that should be enforced at all through deliberate power curve adjustments. Currently, that is the case with marksman itemization, which stands head and shoulders above all other items in both cost and raw power, especially now that mage and tank items have mostly had their cost and stats reduced across the board over time.

Because of this, I agree much more with OP's last paragraph. Letting marksmen have some strength early on is fine, and can make for more exciting gameplay overall (more powerful marksmen means they can be more aggressive), as well as allow more diversity through early- versus mid-/late-game marksman picks; giving all marksmen a guaranteed top-tier late game, however, isn't, and I feel has had a pretty significant negative impact on balance, game health and diversity throughout all competitive seasons. Because marksmen are considered late-game gods by default, they're mandatory in every game, with several supports even designed explicitly to cater to marksmen (e.g. Janna with her AD shield, or Lulu with her attack speed bonus), which pushes pretty much every non-marksman hypercarry out of the spotlight. The late-game power of marksmen is often so extreme that we're now at a stage where the DPS of an average marksmen has become comparable to the burst window of several assassins, which has also contributed to a larger environment where everyone dies too quickly and deals a bit too much damage. Removing that guaranteed late game for marksmen would likely make the game more interesting for all, and could be the first step towards a much more diverse League of Legends, with truly viable team comps that do not revolve around, or even feature, marksmen.

Keti11 votes

The main reason they scale hard with damage late is they tend to bring very limited utility to a team.

Stop whining because you're bad and got stomped by some adc in top lane, it's almost never played for a reason.

Elewd14 votes

adc's dont have limited utility, most of them have a lot of utility =\

blackfootedfox7 votes

Twitch 1 slow Vayne 1 knock back Ezreal 0 cc whatsoever Lucian 0 cc whatsoever Tristana 1 knock back MissFortune 1 slow KogMaw 1 slow, 1 armor reduction

Granted there are ADCs with tons of slow/cc stuff Jhin Ashe Caitlyn and they're popular for it, but utility for other teammates to benefit from is lacking on most adcs

Billy VoHagen18 votes

{quoted}

Tristana 0 cc whatsoever

Are you sure about that?

blackfootedfox2 votes

i completely blanked on her ult, whoops lol will fix

ChaosThief2 votes

Well, her W is also an AOE slow. In theory.

500000000000000010 votes

Twitch has an AoE slow that lasts for a few seconds. Ezreal frequently builds IBG for slow, and also has his attack speed steroid. Lucian has a MS boost on his W. Tristana has a knockback.

Not saying they're packed with utility, but you're definitely underselling their utility.

blackfootedfox4 votes

I was looking at it primarily as utility for their team, which most ADCs have limited to them because of their damage. It's not like you can take their kits and go "this could set up kills for my team" like a Malphite or Taric

Rivuo2 votes

{quoted}

Twitch has an AoE slow that lasts for a few seconds. Ezreal frequently builds IBG for slow, and also has his attack speed steroid. Lucian has a MS boost on his W. Tristana has a knockback.

Not saying they're packed with utility, but you're definitely underselling their utility.

See this is the problem.

When you say ''AOE slow''

Like it sounds way better on paper than actual game...

''Lucian has a MS boost on his W''

We're talking about utility. Thats probably the worst example of utility in the game

50000000000000002 votes

Lucian W is a team wide MS boost if they're attacking the marked target. Not sure why you think that's the worst example of utility.

Rivuo4 votes

{quoted}

Lucian W is a team wide MS boost if they're attacking the marked target. Not sure why you think that's the worst example of utility.

Lucian gains bonus movement speed for 1 second if he or allied champions damage a marked target with basic attacks or abilities.

Theorchero8 votes

{quoted}

Twitch 1 slow Vayne 1 knock back Ezreal 0 cc whatsoever Lucian 0 cc whatsoever Tristana 0 cc whatsoever MissFortune 1 slow KogMaw 1 slow, 1 armor reduction

Granted there are ADCs with tons of slow/cc stuff Jhin Ashe Caitlyn and they're popular for it, but utility for other teammates to benefit from is lacking on most adcs

Let me fix this for you.

Twitch 1 aoe slow, true dot damage, invisibility, MS steroids, range steroids, passthru aa's Vayne 1 knock back + stun, % hp true damage, MS steroids, AA steroid that crits and works on towers Ezreal 0 cc whatsoever - Long range, free flash on basic skill, global ult, usually builds IBG which aoe slow on low cd and range Lucian 0 cc whatsoever, low cd dashes, decent range dot ult, ms steroids Tristana 0 cc whatsoever - Wrong. Giant aoe ranged knockback, huge AS steroids, huge range, and aoe turret destruction MissFortune 1 slow - bigass aoe ult + ton of damage, high out of combat ms steroids, as steroids KogMaw 1 slow, % ARMOR AND MR REDUCTION, HIGH as steroid, very high range, ult that reveals and nukes in aoe

Ashe Free frozen mallet in aoe, giant ass global range stun, good damage Caitlyn Traps cut off entire lanes, hilariously long range, still great damage late game for her oppressive early game Corki excellent poke, hybrid damage, useful passive for mobility and initiating, weak though compared to other adcs Draven Retarded snowball and damage, good example of fair scaling. If he has that much damage he shouldn't be safe alone Jhin Monstrosity of balance. Gigantic fucking range, traps, reveals, insane damage, bullies in lane but scales into late game Jinx Same with jhin, except less utility just aoe damage because hurricane is busted Kalista Fuck. Kalista. ADCs started getting utility out of the ass starting with her. I don't even need to go over kit. Look at last season 5s lcs games where she was pick and ban.

ZephyrDrake11 votes

{quoted}

Let me fix this for you.

Ashe Free frozen mallet in aoe, giant ass global range stun, good damage Caitlyn Traps cut off entire lanes, hilariously long range, still great damage late game for her oppressive early game Corki excellent poke, hybrid damage, useful passive for mobility and initiating, weak though compared to other adcs Draven Retarded snowball and damage, good example of fair scaling. If he has that much damage he shouldn't be safe alone Jhin Monstrosity of balance. Gigantic fucking range, traps, reveals, insane damage, bullies in lane but scales into late game Jinx Same with jhin, except less utility just aoe damage because hurricane is busted Kalista Fuck. Kalista. ADCs started getting utility out of the ass starting with her. I don't even need to go over kit. Look at last season 5s lcs games where she was pick and ban.

way to miss the point of what he was saying!

he was talking about UTILITY! not what they have on their kits. You are not fixing anything but making yourself look like an idiot.

AirKingNeo6 votes

At that point, you could do that for any champion. If you're trying to make ADCs look "broken" by stating their entire kit, let me state a few champions:

Aatrox : Revive passive, free attack speed, gap closer, knock up, on hit heal, on hit damage, aoe slow, magic damage, more attack speed, attack range.

Darius : DoT that gives him AD, percent health heal, free percent armor pen, a grab, attack range boost, AA modifier, massive TRUE DAMAGE ultimate THAT RESETS OFF COOLDOWN!!

Look how OP these weak champions sound just because I said their kit without listing how it works together, cooldowns, and anything else? Are you trying to say that ever ADC needs to be the same and there can't be any diversity.

Like here's your ADC idea then:

Passive: Loses movement speed when turning.

Q: Buffs attack speed.

W: Just a projectile, nothing else.

E: Gives AD on activate.

R: Gets movement speed.

Snowplosion8 votes

I know how people like to say ADCs have a strong and safe early game, but then why the fuck do we lane with a support. I never really got that.

Hyperiön1 votes

That is just how the meta is. Was always like that. They are just there to support their team.

junglerboy1617 votes

Actually it wasn't.

Way back, they used to put ADC mid, Bruiser bot, Mage top, tank jungle (if you could pull off jungle as its own role back then) and then a Ward-Bot who never bought items, usually helping bot.

Then people realized mages/assassins were best mid since they could either stay out of harms way with range and CC or mobility, scaled harder with levels, and benefitted most from roams. Bruisers/tanks did best top where they could remain isolated without much need for help, Junglers became an actual position worth playing too. Then they realized ADCs just needed a ****load of gold, but not much in terms of exp, so they went bot and got a support to prevent constant ganks since a 3v2 is harder to win than a 2v1.

Theorchero51 votes

It's because there's an extra player available, and the ADC is the most important role AND they scale extremely hard with gold.

So naturally, you pair the off player up with them on a champion that can do a lot with very little gold income to help ensure that they get farm. It's not that ADCs can't solo lane and win vs solo lane champions, because of their range and strong auto attack they are often extremely oppressive, so they basically require jungle attention. So if bot adc's didn't have a support they'd be getting ganks all day and it'd be 2v2 constantly because both junglers would never leave except to farm.

The entire game, the meta, the very MAP has been warped around the ADC role. How many times has individual jungle camps been nerfed because bot lane could take gromp and give their adc level 2 while the other adc was lvl 1? That had to be nerfed for all non jungle champions because the ADCs would snowball and take over the game because they're ADCs.

Snowplosion3 votes

Ah, that would make sense. To all those down-voters: fuck you guys that was an actually question! Why do people get shit of for asking questions?

Anyways thanks, I guess. I just seemed to defy the logic to me to get extra support if they should be fine without it. Thanks for explaining the benefit of ensuring the AD has the all that CS without much harass.

In my opinion there is also AD's with rather weak early games already. I usually think of the weaker early AD's as Sivir, Kalista, and Kog. None of them have very good early game damage. Kalista is a special one on this list because she was gutted so she wouldn't haunt everyone's dreams anymore. Your thoughts on these champs?

Theorchero2 votes

{quoted}

Ah, that would make sense. To all those down-voters: fuck you guys that was an actually question! Why do people get shit of for asking questions?

Anyways thanks, I guess. I just seemed to defy the logic to me to get extra support if they should be fine without it. Thanks for explaining the benefit of ensuring the AD has the all that CS without much harass.

In my opinion there is also AD's with rather weak early games already. I usually think of the weaker early AD's as Sivir, Kalista, and Kog. None of them have very good early game damage. Kalista is a special one on this list because she was gutted so she wouldn't haunt everyone's dreams anymore. Your thoughts on these champs?

I'm okay with Kalista, though she needs buffs and her kit needs to be less cancer in return.

Sivir is alright, kog is what a hypercarry should be, though he's outclassed heavily by tristana and needs buffs that make him playable again. My main gripe is that a lot of these champions can go into teamfights with just 1 or 2 items they wreck face while still scaling so hard. Most scaling champions don't hit a major power point in the game where they take control until 2 or 3 items usually. I had more written here but then I got into game and now I'm too lazy to delete so enjoy my half ass and over explained comment

Cowseed5 votes

Urgot is an example of how adcs should scale.

Junkο25 votes

Urgot is a lane bully god early but falls off hard though. That's the opposite of what an ADC should be.

junglerboy1620 votes

I think his point is more that right now ADCs act like lane bullies in most cases, but scale really hard, where Urgot actually falls off late game which is a fair trade for his early game.

Not saying he's right that ADCs should scale that way (I'd rather see the reverse) but for their current early game strength, the class as a whole has no right to the scaling they have.

Atreus Jones2 votes

From experience,

Pick a jungler with an engage like Lee's Q or Ivern's snare, maybe even Sejuani ult, and camp bot, they'll fall behind

Theorchero15 votes

[{quoted}](name=Alpha Braum Main,realm=NA,application-id=3ErqAdtq,discussion-id=Ak8Exlb9,comment-id=0000,timestamp=2016-11-30T14:49:22.142+0000)

From experience,

Pick a jungler with an engage like Lee's Q or Ivern's snare, maybe even Sejuani ult, and camp bot, they'll fall behind

Compared to your adc, sure.

But even while behind if they have one or two items they will still shred turrets and baron/drag faster than anyone else. And I'm tired of the counterplay to adcs being "just camp them."

I want a season where they literally aren't fucking mandatory.

It Hertz When IP10 votes

You realize that ADCs will NEVER not be mandatory for the simple reason that this is not Call of Duty. You aren't there to get kills, you're there to take objectives, and as far as structures go, ADCs (ranged, focus mostly on mana-free CD-free AAs) are perfectly optimized as a class for taking them. If you want a meta without ADCs, Riot's going to have to disable Summoner's Rift and make Ascension and Dominion the only primary modes for a whole season, because that's the only way you can make ADCs non-essential

LankPants3 votes

You could theoretically replace an ADC with other champs capible of taking objectives.

Champs like Cassiopeia and Karthus are capable VS neutral objectives while champs like TF and Ziggs can shred towers. Then there's also champs like Azir and Teemo who can do both through ADC like means.

The reason why these champs can't be played in place of ADCs is simple, they do way less damage, all of them. Even a low damage ADC like Ashe will outdamage any of these champs into the late game. There's no way for any non-ADC champ to compete with the monstrosity that is Crit damage.

If you wanted a meta with fewer ADCs the first thing you'd go after would be crit. Make crit a bad stat and you can start talking about replacements to ADCs. It's not like there's no other champions that can fill their niche, I've played with Cass/Lulu/TF/Karthus bot at varying times and it's passable, it just doesn't compete with 1k crits on a 0.5 second CD.

It Hertz When IP7 votes

{quoted}

Champs like Cassiopeia and Karthus are capable VS neutral objectives

Which is why I said "structures". Any bozo that deals sustained damage can take jungle/epic monsters.

while champs like TF and Ziggs can shred towers

Guess again. TF's W works on towers, but NOT his E's passive damage. Zigg's execute only works on low health towers, doesn't much help to get them their in the first place. His passive DOES help, but TBH Veigar's sheer AP boost to his AA tower damage will overtake it easily.

Then there's also champs like Azir and Teemo who can do both through ADC like means.

Only through attack speed. Teemo's on hit damage won't affect the turret. You could replicate the same effect by building AS items on ANYONE.

If you wanted a meta with fewer ADCs the first thing you'd go after would be crit.

True story, you can't crit turrets. I mean, it'll SAY that a crit procced for the sake of abilities that trigger from crits, but no extra damage is dealt. If anything, if you crap all over crit stats, ADCs will build armor pen and raw damage instead, which will make them EVEN MORE effective vs turrets. Congratulations, your proposed change just thoroughly solidified ADCs' position in the meta.

Source: http://leagueoflegends.wikia.com/wiki/Turret

ZT Xperimentor7 votes

After 7 years of them being favored by riot, yeah I'm bored of it too.

Hayaishi211 votes

{quoted}

Compared to your adc, sure.

But even while behind if they have one or two items they will still shred turrets and baron/drag faster than anyone else. And I'm tired of the counterplay to adcs being "just camp them."

I want a season where they literally aren't fucking mandatory.

you want to eliminate the class usefulness not just their early power.

Most of the ADCs can't solo lane and die against most top laners 1v1 or can't trade/farmagainst mid laners

Ahristocats2 votes

adc usefulness isn't being lane bullies fucking hell

it doesn't matter that they can't 1v1 mid or top, WE'RE TALKING ABOUT FUCKING BOTLANE IN 2V2

More from Gameplay

More by Theorchero