"Having all your team fight, late game, DPS, objective control, and siege on one class isn't fun."
[{quoted}](name=Jelly Mac,realm=NA,application-id=3ErqAdtq,discussion-id=EAN501sz,comment-id=00040001000000000000,timestamp=2015-09-28T21:16:45.998+0000)
In the end, having all your team fight, late game, DPS, objective control, and siege loaded on a single class just isn't fun.
tl;dr, #notallmarksmen need to be good at all of these things. Making each of them weaker in some areas lets you make them stronger and more interesting in other areas, which makes them more unique and hopefully increases the diversity of marksmen who see play.
#Why do adcs in their current form exist?
There's really 3 parts:
Seige:
- League absolutely needs a class which takes towers quickly.
- Otherwise we get an endless stall-fest.
- This class probably needs to be ranged, otherwise taking towers becomes way too risky, and again we get a stall-fest.
- This class needs to have good single-target dps.
- The alternative would be, they can deal burst damage to towers.
- This is not really a healthy mechanic because you get the same amount of damage off whether or not the enemy is defending. It might be able to work on a melee tower-taking champ, but as mentioned before, melee cannot take towers *reliably*, so they're out.
- The alternative would be, they can deal burst damage to towers.
Objective Control
- Any class with good single-target dps will naturally be good at taking neutral objectives.
- Autoattacks are naturally made to deal good single-target dps.
- If you change that, you're pretty much making a new game.
DPS to champs / teamfight / late game:
I'll be frank. I see no reason why every marksman is REQUIRED to have insane late-game scaling. The reason why they DO have it is because AA damage is 100% tied to items.
- This seems to be a place where marksmen could differentiate themselves.
- Champs like MF, Graves can get their damage moved out of insane AA scaling and into their damaging abilities. Less dps, but still cooler.
- Champs like Vayne, Kog'Maw can keep their insane AA scaling, because that's who they are as champs.
#How to do this
- Look at Kalista: Her AAs scale with 90% of her AD. Combine this with carefully controlling different adcs' base stats and you can give them all unique scalings
- ex: graves AAs now scale 200% with AD, but his base AS is now shit. This gives him an incentive to stack AD, arpen, and crit, but avoid AS. It pushes him away from dps builds and into burst builds.
edit: people are saying how this would add too much complexity to the game.
- An alternative is: nerf all AD items, then give marksmen who are supposed to deal more dps stronger steroids in their kits.
#Benefits
- More marksman variety.
- When every marksman is good at exactly the same things, there's no incentive to pick anything but whoever happens to be the strongest marksman at the moment.
- When all marksmen scale exactly the same, because near-100% of their scaling is based off of their items, every marksman builds the exact same items and brings the exact same thing to a team.
- More interesting kits on marksmen.
- Taking power out of marksmen's raw AA scaling with items, you can put that power back into their abilities and make them more interesting.
- You can't deny that Kalista is interesting, both from where they've put power in her kit (whether or not you think that's a good idea) and her itemization choices.
#Thoughts?
?"