Did the Devs from Wow get rehired at Riot?

TeemoS3xual··1 votes·711 views

So whats the point of ADCing anymore? get roflstomped till late game then, if your lucky, carry your team back with a penta kill and push 4 turrets an inhib and a nexus? I mean WTF? I hit like a wet noodle till 4 items and everyone is 2 -3 levels higher than me till mid game. DO u xpect ADC's to sit in lane till 300 cs so we can actually do something late game?

If you dont get a peel your dead dont bother hiding by a turret your summoner heal does nothing oh ya and my personal favorit, the 5 seconds stun.....whats the purpose of this? your dead in 2 seconds.....lolol...a little over kill you think?

ok so, heres a tip for riot...ppl want to play the game...can you please finally balance it for adc's? its horrible right now. you contribute the least in the game and it isnt till lvl 15-17 you actually matter. by that time your team fed the newest OP champ they didnt ban and its you just get pulled, gripped, roflstomped, stunned, slowed, silenced, ultid in the face....

PS

giving brusiers the ability to be so tanky and so bursty is just dumb...not besides the CC u give....learn from World of Warcraft...people dont like CC....

thanks,

a troubled soul

5 Comments

asamu1 votes

[{quoted}](name=ADC Fr33f4ll ADC,realm=NA,application-id=3ErqAdtq,discussion-id=EATjNJbr,comment-id=,timestamp=2015-08-29T02:49:42.348+0000)

So whats the point of ADCing anymore? get roflstomped till late game then, if your lucky, carry your team back with a penta kill and push 4 turrets an inhib and a nexus? I mean WTF? I hit like a wet noodle till 4 items and everyone is 2 -3 levels higher than me till mid game. DO u xpect ADC's to sit in lane till 300 cs so we can actually do something late game?

It's always been like that; it's a problem with how much damage comes from items compared to base stats, and how abilities are ranked up; once an ability is rank 5, it stops scaling as the game goes on, meaning that for much of the game, the majority of any champion's damage is coming from 1 ability, and if they only have 1 or 2 damage abilities, they often fall off hard if the game goes late (See Darius and Pantheon).

IMO, they should tone back ALL of the items and put a lot more into the base stats on champions to push more moderate differences in strengths; right now it's too extreme. Tanks deal 0 damage late game, but are absurdly hard to kill relative to a squishy, while squishies deal obscene amounts of damage, but die instantly to each-other. ADCs kill each-other in 3 autos late game; burst mages can 2 shot said ADCs instantly. If you play without items, auto-attacks are pretty worthless.

TeemoS3xual1 votes

Actually, well said. So my question is, what is an ADC (plat3 experienced) players supposed to do? Right now I pretty much farm lane till i feel im strong enough MID game to do anything. BUt after all these last changes i feel like im still very weak no matter the ADC champ to do anything against these tanky champs. They just engage then 2-3 shot me. Is there another strat that ADC are suppose to implement? Like building a SASH first to get out of all this CC or start useing cleanse....i mean anything?

example...lvl 6 - 11mins in or so...I have BF on sivir...standing near my turret full Creep wave..Zed jumps me and kills me. same game IE built with Static shiv...Gragas flash body slams me, then ultis dead. Same Game - darius speeds up flash grips me, dead.... team fights @3-4 items are useless....i dont do any damage at all..

I know what they are going to do, my positioning is solid...there just isn't anything i can do

Did something change im not aware of in the builds of ADC's?

I mean this game changes every week...its hard for a working guy to keep up.

1 more example of how upsurd everthing is right now...

Lux, EZ, Azir, Nautilus, Fiora...I was 6-0 from bot lane....doesnt matter....do u see how much i have to dodge from the back line? its just not fun anymore to me. idk.

If I go into help i get gipped down, if i stay outside and wait it out i cant do any damage, team rages and atleast 1 of them quits because the ADC doesnt do any damage. now its 4v5 and GG sur@20

asamu1 votes

Eh, it really depends on both team comps. In solo Queue, it may often be better to put someone with a crazy strong early game like Renekton in the bot lane instead of an ADC to shut the other team's ADC down hard and snowball to a win in the mid game, but generally that route should only be taken if the other team has already picked an ADC that can't handle it like Jinx or Twitch.

Against point and click "fuck that guy" champions like Nautilus and Vi, you really want someone with good range and self peel like Cait, or to play someone that can wait until the fight is well underway before going in and nuking the other team with high short-duration steroids/burst like Twitch.

Knowing when to go in and not getting isolated is what will keep you relevant in the mid-game. If you go in too early, you will be dived, and if you go in too late, your team will have already lost the fight. Sometimes it's better not to fight, because your team made a stupid call, and you going into the fight won't make the difference in getting kills, or farming a few waves would end up giving the team more gold overall than any kills would have been worth, and denies the enemy team a kill (I know this is contrary to what most people say, and for any other role, I would say otherwise, but as ADC, farming instead of joining that fight has often been more beneficial than joining bad calls and has turned games around).

Really though, games tend to come down to which team has more CC/mobility. If you can get a team with more CC and a good mid/ADC, you will usually win the fights and snowball the game, because solo queue tends to revolve around team fights; as for mobility, the team with more mobility usually dictates the pace of the game, because they can rotate faster to be at objectives and will generally be better at forcing or disengaging fights and keeping their lanes pushing.

For ADCs in general, timing when you go into the fight and positioning is everything; if you can sit near a bush or over a wall, that's ideal. Long ranged ADCs such as Cait/Jinx/Trist have an easier time with positioning because of their long range, and are what I recommend as go-to picks if it is early in the draft because they can be rather self-sufficient and don't need a team built around them, and don't have any exceptionally bad lane match-ups. Graves is another alternative because he has good burst, which lets him play more like a mid-ranged mage that autos a lot than an ADC.

IMO, you should never be going for a defensive item until after at least first item and Zeal; and even then only part of one, like just the sash to answer Zed/Malz (Though IMO, QSS and Zhonya's shouldn't exist; items countering entire champions is pretty poor design), though usually I will just stick with the standard damage for the first 3 items and then choose the 4th depending on how the game is going.

BT first is probably the best build option if you are being targeted a lot or the other team has strong poke; 20% lifesteal is a lot, and the shield is great for burst mitigation.

dannykun1 votes

You're so close, but you forgot the fact that almost every front liner either does percent missing health or percentage health damage. This damage is absolutely massive early game, allowing tanks and early game bruisers to literally crush adc's early and mid game. late game, assuming you're of some semblence of intelligence, burst mages are made to be able to combo, adc's should have built some resistance against other carries, and tanks should be able to distract carries for a decent amount of time while their team follows up.

assuming you are optimizing your item build to counter your enemy, you should not end up 3 shotting your opposing adc, you might use your skills to burst them down quickly with a few auto's after to finish them off, but 3 shotting another carry means that you built as a complete glass cannon, and that anything that built some health and armor can last more than long enough to crush you and survive.

asamu1 votes

On that first part: Yes, % hp damage is strong, but it HAS to be to keep bruiser/tank champions relevant in the late game, but it's always been a nightmare for early game balance, particularly in the case of % missing HP damage. Every single champion with % missing HP damage has received huge nerfs at some point or another to push them out of standard play, because when they are good, they tend to snowball crazy hard.

The reason Tanks/Bruisers are so much stronger than ADCs in the early and mid game is because their base stats are better to compensate for their items being weaker, their gold income being lower, and their inability to stack damage items due to a lack of range.

4-5 shotting with crits* at a 1.5 or so attack rate, or ~2.5-3 seconds. Disregarding steroids in the ADC's kit, A late game ADC with a standard build will crit for ~535 damage against another ADC, who will have less than 4-5x that much hp.

Regardless, the amount of time it takes for an ADC to kill another ADC is pretty absurd, and if there are any steroids, which most ADCs have, the time it takes for them to kill each-other is significantly lower.

The extent of "optimization" with an ADC is a change in the defensive item. The other 4 are always the same, depending on the ADC. Generally BT, IE, PD/Shiv, and LW, some use Tri-force for a stronger early-mid game, and some skip IE in favor of more lifesteal because they are otherwise too vulnerable.

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