Why are adcs exempt from having proper counterplay?

Dasdi96··7 votes·1,296 views

Riot has been constantly preaching that assassins and other damage classes should have counterplay even if they reach their target. Meanwhile an adc just has point and click ranged burst per second that you can neither escape because of zeal ms stacking nor can try to reach them because it is so easy to kite nowadays even on your own and whatever mobility or cc they have.

20 Comments

Step Sis Lux2 votes

Im waiting for some counterplay to Cait pasive dealing half hp to mage with only infi and static, vayne speed and dashes, draven power auto, and twitch ult

AirKingNeo1 votes

reduce headshot damage, give back hurricane synergy.

please and thank you

BLIGHTBRINGER1 votes

But that would make it even worse, because she could continuesly just spam headshot with hurricane.

Lower Damage > Consistant Damage

AirKingNeo1 votes

which is more fair:

Losing half your HP in 1 attack

Losing 1/3rd your HP in 1 attack, but every 4th attack


Making it more consistent would make her better against tanks and worse against squishies.

saltran1 votes

{quoted}

which is more fair:

Losing half your HP in 1 attack

Losing 1/3rd your HP in 1 attack, but every 4th attack


Making it more consistent would make her better against tanks and worse against squishies.

Are you sure that you want to buff Caitlyn's teamfight and nerf her siege which is her niche? Adcs are already too similar so I wouldn't push it even more.

AirKingNeo1 votes

That's a buff to her siege... Having headshot more against a tanky target like a turret is a buff.

PhDs Nuts2 votes

Yeah, if only this game had attack slows or disables or abilities with more range than autoattacks or gapclosers or damage reduction to autoattacks or crit damage reduction

L Psy Kongroo1 votes

{quoted}

Yeah, if only this game had attack slows or disables or abilities with more range than autoattacks or gapclosers or damage reduction to autoattacks or crit damage reduction

Funny thing is, the game has those things and ADCs are STILL broken.

The highest attack speed reduction on an item is 15%. This means absolutely nothing when an ADC has 2.0+ attack speed and additional attack speed steroids.

PhDs Nuts1 votes

[{quoted}](name=L Psy Congroo,realm=NA,application-id=3ErqAdtq,discussion-id=EFKPFKt4,comment-id=00040000,timestamp=2018-04-10T23:24:46.893+0000)

Funny thing is, the game has those things and ADCs are STILL broken.

The highest attack speed reduction on an item is 15%. This means absolutely nothing when an ADC has 2.0+ attack speed and additional attack speed steroids.

It means 15% damage reduction regardless of everything else unless you can ignore slows like Yi/Olaf. That's why it's a percentage. Combine it with Tabi and any other reduction and you're reducing a lot of damage.

ROYALR3IGN1 votes

{quoted}

Yeah, if only this game had attack slows or disables or abilities with more range than autoattacks or gapclosers or damage reduction to autoattacks or crit damage reduction

you forgot an entire class devoted to blowing up adcs. Assassins. And you know this itemitem 3143 Or this item 3047 Or this item 3075

JustaNewb1 votes

Up until, oh, Cait... ADCs either had CC, or they had Mobility. Never both. Look at Ashe, and one of the biggest complaints is that, while she has CC, she does not have mobility. This was a very powerful thing that Cait had when she was released... an escape mechanism, AND her snap traps.

Now ADCs are highly mobile, they can kite or lock down opponents, while still doing monstrous damage. Most of what you are seeing here is the New Dev Team (I consider Morello's Dev Team the original) trying to go against what the Old Dev Team said were bad ideas... and finding out they are bad ideas.

Colton1471 votes

{quoted}

Up until, oh, Cait... ADCs either had CC, or they had Mobility. Never both. Look at Ashe, and one of the biggest complaints is that, while she has CC, she does not have mobility. This was a very powerful thing that Cait had when she was released... an escape mechanism, AND her snap traps.

Now ADCs are highly mobile, they can kite or lock down opponents, while still doing monstrous damage. Most of what you are seeing here is the New Dev Team (I consider Morello's Dev Team the original) trying to go against what the Old Dev Team said were bad ideas... and finding out they are bad ideas.

Kaisa lacks any CC. item 3070

JustaNewb1 votes

She is also a true hybrid with the burst potential higher than most mages at the moment.

BLIGHTBRINGER1 votes

She also kind of puts Varus to shame kit wise, with her having true Hybrid scalling and Varus just having one ability Passive (W) dealing the entire damage of his kit makes him seem weaker than her.

She basically does everything Varus does just better, besides providing CC as mentioned above.

  • She has better poke
  • Reliable Damage
  • Burst
  • Safety/Mobility
  • Flexible in every build (Crit, On-Hit, AP)

All of Kai'Sas abilities deal A LOT of damage even if just two (Q, W)

Kai'Sa

Q: Maximum Evolved Single-Target Damage: 193.5 / 263.375 / 333.25 / 403.125 / 473 (+ 172% bonus AD) (+ 172% AP)

W: Magic Damage: 20 / 45 / 70 / 95 / 120 (+ 150% AD) (+ 45% AP)

.

Varus

Q: Maximum Physical Damage: 15 / 70 / 125 / 180 / 235 (+ 150% AD)

E: Physical Damage: 70 / 105 / 140 / 175 / 210 (+ 60% bonus AD)

The only viable build on Varus is On-Hit with AP, but playing this playstyle means that your damage from Q and E will be non-existant on it's own besides used to proc blight stacks.

Varus Weaknesses

  • Attack Speed reliant to deal damage at all
  • Really immobile
  • Bad hybrid scalling balance through out the kit (Crit being useless, On-Hit bad without AP, and AP being bad alone without Attack Speed due to being open to burst by anyone)
  • Teamwork reliant
  • Too weak on his own to carry
  • One item keeping him a viable pick at all (Rageblade)

I been playing this guy for nearly 3.5 years now, and these are the main issues when compared to what a hybrid champion is really supposed to be like (not trying to say that Kai'Sas balanced or too strong, i'll let everyone else decide that). I don't know, I play him regardless if he's good or bad due to him still being my first and favourite champion I ever played.

PhDs Nuts2 votes

{quoted}

Up until, oh, Cait... ADCs either had CC, or they had Mobility. Never both. Look at Ashe, and one of the biggest complaints is that, while she has CC, she does not have mobility. This was a very powerful thing that Cait had when she was released... an escape mechanism, AND her snap traps.

Now ADCs are highly mobile, they can kite or lock down opponents, while still doing monstrous damage. Most of what you are seeing here is the New Dev Team (I consider Morello's Dev Team the original) trying to go against what the Old Dev Team said were bad ideas... and finding out they are bad ideas.

Yet Varus is the top tier ADC atm.

JustaNewb2 votes

Slow, entire team Snare, extreme range poke...

PhDs Nuts3 votes

{quoted}

Slow, entire team Snare, extreme range poke...

Varus' current build has 0 poke damage. He maxes Q last and doesn't build AD or armor pen. His ult will very rarely hit more than 2-3 people.

5050BS1 votes

Its not just ADC, its Auto attackers

Those who can stand there and just Auto attack you to death.

MasterYi Udyr Tryndamere Jax are like ADC, they have ONE ability to counter AA counters (Stuns)

ADC Kite Yi Q dodges Udyr Bear stuns Jax Stun and or Ult Tryn Ults

Ragnaveil1 votes

Just gotta pray they address it in the update on 8.10ish.

Colgate Gator1 votes

Can kinda agree, my counterplay to them depends.

As a tank, get enough armor to survive their insane outplay of autoattacking me and get close to them in order to prep them for my team to kill them on sight.

As a fighter, hope I can CC/burst them before they burst me down while healing themselves as they do it.

Other than that it's a crapshot.

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