An long and in-depth list of proposals to balance the ADC class as a whole, part by part
Hello, these are ALL of my proposals to balance the ADC class. I will address each of five issues seperately, and then reflect on it. I will be as in-depth as possible and will suggest everything i think should happen.
If you do not want to read all of this, thats fine, this post is going to be very long anyway. Just skip to one of the following six sections:
Section 1: Itemization Section 2: Runes Section 3: Nerfing the strong/overbearing Section 4: Compensating for the weak/underwhelming Section 5: Untouched champions Section 6: Reflection
Thank you. Ill get right into it.
#1: Itemization
Right now, i believe the main problem with the adc class is that their itemization is very potent and easy to abuse. I have some suggestions (mostly nerfs) to fix this.
FIRST THING'S FIRST:
cost: 1200 gold ----> 1300 gold
Bonus magic damage: 60-160 ----> 50-150
Bonus magic damage to minions: 99-264 ----> 80-240
Critical strike bonus damage modifier: 100% ----> 80%
Cost: 2600 gold ----> 2700 gold
Bonus magic damage: 50-120 ----> 50-110
Maximum range increase: 150 ----> 125
Cost: 2600 gold ----> 2700 gold
costs: 2600 gold ----> 2700 gold
Attack damage: 70 ----> 65
Critical strike bonus modifier: 50% ----> 35%
Cost: 3400 ----> 3300
Attack damage: 80 ----> 75
Overheal shield: 50-350 ----> 50-320
Shield fade delay: 25 seconds ----> 20 seconds
Cost: 3800 gold ----> 3700 gold
Ranged champion bonus damage: 45-300 ----> 40-280
Quicksilver (Active) cooldown: 90 seconds ----> 120 seconds
Cost: 3600 gold ----> 3500 gold
Attack speed: 35% ----> 30%
THOUGHTS: ADC itemization currently offers high burst damage and survivability, which is unfair for the class that is supposed to have neither of those things. These nerfs should tone it down a bit without drastially gutting everything.
#2: Runes
Runes aren't too big of a deal, but some of them are still slightly out of tune and could use some readjusting.
Press the Attack
Bonus physical damage: 30-120 ----> 35-140
Fleet Footwork
REMOVED: Increased healing on critical strikes
Healing AD ratio: 30% ----> 30-40% (based on level)
Triumph
Missing health restoration on takedown: 12% ----> 10%
Overheal
Self-healing conversion to shield: 40% ----> 30%
Shield duration: 7 seconds ----> 8 seconds
Shield strength: 10 (+10% max health) ----> 5 (+10% max health)
THOUGHTS: Right now, the defensive runes available to ADCs are very potent and unfair to enemies as they provide an unnecessary defensive advantage. However, some offensive runes such as Press The Attack are underwhelming in terms of effectiveness and could use a love tap or two to get them more usable.
#3: Nerfing the strong/overbearing
Many ADCs are currently outshining their friends by a wide margin, so a few nerfs here and there should be in order.
REMOVED: Rocket Jump (W) resetting cooldown on kills and assists
ADDED: Rocket Jump (W) refunding 40/45/50/55/60% of cooldown on kills and assists
Buster Shot (R) magic damage: 300/400/500 ----> 250/350/450
Icathian Surprise (P) true damage: 125-550 ----> 125-500
Bio-Arcane Barrage (W) duration: 8 seconds ----> 5 seconds
Bio-Arcane Barrage (W) cooldown: 17 seconds ----> 18 seconds
Base health: 517.9-1911.8 ----> 532.8-1926.8
NEW: Condemn (E) is now a linear skillshot with 1600 projectile speed
Silver Bolts (W) true damage: 4/6/8/10/12% ----> 4/5.5/7/8.5/10%
Mystic Shot (Q) cooldown reduction per ability on-hit: 1.5 seconds ----> 1.25 seconds
NEW: 0.5 second delay on activation of Featherstorm (R)
Ambush (Q) duration: 10/11/12/13/14 ----> 4.5 seconds
Spray and Pray bonus auto-attack range: 300 ----> 200
Base health: 525.1-1902.1 ----> 532.1-1909.1
Attack damage growth lowered from 2.41 to 2.2
THOUGHTS: A lot of ADCs have been performing with way too much safety, whether it be their high self-peelage or just simply that they can do way too much damage too safely. Hopefully these changes will address that.
#4: Compensating for the underwhelming/weak
A lot of ADCs are also either underperforming or will be heavily impacted by the nerfs to itemization and runes. These buffs should help them out.
Hawkshot (E) recharge time: 90/80/70/60/50 seconds ----> 80/70/60/50/40
Base movespeed: 325 ----> 330
Base attack damage: 65-103.4 ----> 67-105.4
Lightslinger (P) second shot AD ratio: 50/55/60% ----> 60/65/70%
Piercing LIght (Q) mana cost: 50/60/70/80/90 ----> 50/55/60/65/70
Attack speed growth; 3.3% ----> 3.4%
Auto attack range: 500 ----> 525
Boomerang Blade (Q) mana cost: 70/80/90/100/110 ----> 60/65/70/75/80
Will update shortly, thanks to anyone who has read this so far, please give your opinions (i am not done with section 4 either)