So, you are someone at Riot on the balance team and are tasked with making non adc bot stuff.

xelaker··2 votes·184 views

Whatcha gonna do? I honestly can think of a way to make non adc bot lane stuff work without gutting the adc (not a fan of that option), making champ or item changes with 8 pages of fine print to avoid misuse and abuse or making everything else so disgustingly strong that adcs won't be an issue anymore because everyone will. Why not just tone down the super murder damage in the game so people can bring something else down bot?

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k wìx2 votes

{quoted}

Whatcha gonna do? I honestly can think of a way to make non adc bot lane stuff work without gutting the adc (not a fan of that option), making champ or item changes with 8 pages of fine print to avoid misuse and abuse or making everything else so disgustingly strong that adcs won't be an issue anymore because everyone will. Why not just tone down the super murder damage in the game so people can bring something else down bot?

I got this!

1.) First on the agenda is introducing an item or keystone changes that will help more champions survive unfavorable laning conditions so everyone can get the gold they need. This would come at the cost of Kill potential in game. I would achieve this in 2 ways.

  • Standardize Kleptomancy, take it off auto attack, and make it give gold and potions are regular, non-random intervals. So anyone who takes it - gets access to the full value of the keystone, and these values would drop as the game progressed, eventually by like..20 or 30 minutes? Klepto would do nothing.

  • Introduce a new early game item that gave some health and health/mana regen. It would also have an active that worked similar to smite, where you could pick a minion from a distance and insta-kill it for a gold value. That gold value would go up each time an enemy minion was not last hit.

So we have klepto, which would help in general - and be a great 'mid game rush' style keystone. and with this new item, Players who have the ability to farm wouldn't want the item, because the value is diminished, and then players who can't auto attack.. (think like a Master Yi vs Caitlyn matchup, or some other terrible matchup) would slowly get a nice drip feed of gold. And when they cash in, they would get some of that gold back. Values would have to be tinkered with, but this solves my first problem. Just about everyone can safely go to an unfavorable lane matchup and have a BETTER shot at farming, at the COST of kill potential and early game damage.

2.) New late game item. Would offer generic stats so its appealing on everyone. Active would be something close to Exhaust, which reduces the effectiveness of late game carries by an astounding amount - maybe not to that extreme, but the idea being that players could create more windows of opportunity to play under in which the carry wasn't as big of a threat.

The alternative is to create some defensive items that stand up to an ADC's damage output, but I think thats poor design and a slippery slope at best.

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