Ideas regarding ADC's and Lethality vs Crit and powerspikes.
I was reading a post earlier defending ADC's in the spot they are in and they made a valid point. If you nerf crit itemazation then the meta will simply flip to lethality adc's once again.
Now we all know that lethality has been pretty problematic since its inception due to miss tuned numbers and broken items (cough
cough).
So I had some ideas that could be implemented which would allow lethality adc's such as
(and in my opinion
should have this build as a viable option due to how strong he can be early) without having them break the game by being too powerful all game.
The idea I had was to change all lethality items from scaling flat pen to %base armor pen
IE if all three items had 25 lethality then they would penetrate 25% of base armor each and combined would penetrate 75% of the targets base armor.
So I am just using
as an example. At level 18 vayne has 85.8 base armor. With 75% base armor pen it penetrates 64.4 points of her armor leaving her with 21.4 armor left. (a slight buff to late game lethality builds. But lets assume that the assassin gets ghostblade at level 9. Then vayne will have 50.9 armor and the 25% will penetrate 12.72 which is a slight nerf from live which is 14.4 upon completion. This will help tone down assassins in the early game while also letting them scale a little bit better into late game. Now this allows for people to build armor the counter people who are stacking lethality because lethality does nothing against bonus armor.
And for the love of god please remove the bonus damage on duskblade. Or at least reduce it a shit ton. Give all the lethality items like 10 damage extra and give duskblade something like for 10 seconds the champion cannot be seen by wards but enemy champions can see them 300 units into the fog of war. Something that can be extremely powerful on an assassin but has counterplay besides 'dont get close to them'.
Now in order to prevent people from double dipping Lethality would have to share a named passive with bonus armor pen. Allowing lethality to be stacked, but not with Last whisper items and their upgrades. This essentually locks out people from building 3 lethality items and last whisper and cutting 300 armor to 120. This would solidify lethality as anti squishy and bonus armor pen as anti tank. So crit building adc's who want to scale into the late game will want to purchase bonus armor pen and adc's who want to have early items spikes and control the early/midgame would really want to be building lethality. and then
will still do whatever the fuck he wants because he wont let us have any fun items.
Now in order to tone back crit adc's destroying squishies in the late game, as well has allowing tanks to last just a bit longer. Certain items should give percent bonus base health similar to how
gives base AD. Items I think would be really good for this would be
and maybe
(as this is supposed to be the premier anti crit adc item for tanks) something like (for the sake of a number we are using 40% but this is up for ideas as 40% may be a bit too weak for what its intended to do) bonus base armor. So for vayne GA would give 34.3 base armor and about about 9 armor against assassins but 34 against adc's building crit. A slight buff to the end armor against crit adc's but a nerf against assassins as the biggest reason you buy this is the revive effect instead of the raw survivability to counteract the assassins. The same would transfer over to zhonyas as the stasis is why you would purchase it against ad assassins wheres the armor would help more against crit adc's who now have no way to reduce that armor.
Now IMHO armor on tanks needs to be slightly buffed. (this would depend on how the much the randuins buff against adc's would help as it would increase unmitigatable armor for tanks which IMHO would help alot in the long run. This would also help out divers who are struggling alot as randuins isnt really a hard counter to them (and it would insentivise building it) and they would have a better item to deal with adc's late game.
What this does.
- Clearly sets apart different ideas and decisions around all of ad itemazation. Allows for some adc's to have an extrememly strong early game but then forces them to have a much weaker late game as tanks get too tanky for them to actually kill. (also encourages good teamcomps as this weakness can be balanced with having a strong late game midlaner such as cassio/azir/ori who can help dps down the tank)
- Gives squish champs a little bit of an easier time (read little bit) against the late game dps of a crit adc. As crit champions are supposed to be the late game gods they should be both killing tanks and squishies alike. but not as fast as they do now
- Gives assassins/lethality abusers a little bit of a nerf early on in the game but a slightly stronger late game. Hopefully making them slightly less snowbally.
Idea two for crit itemazation. its really simple.
cost increased by 200 gold and passive damage changed from 60-160 to 20-80 can crit and does triple damage against minions
The idea here is to slightly slow down the crit adc's curve and push this item into waveclear duty.
2.
Cost increased by 200 and passive changed to 'after being in combat with enemy champions for 4 seconds gain 35% increased range for the next 6 seconds) still increases how fast attacks become energized, but no longer has bonus damage built in.
The reason behind this is that giving adc's so much up front damage with this item was making 1v1/2v2 skirmishes extrememly polarizing. This would allow adc's to power up over the fight and get an extreme amount of safety later on in the fight without winning the fight by simply attacking first and doing 400 magic damage on top of the crits. This would also make them succeptable to 1v1ing lethality adc's as they would likely lose duo to the raw dps a lethality adc can do to squishy champions.- lastly increase
to 3700 gold from 3400. There is no reason that the best ADC item is 400 gold cheaper then
and 333 gold cheaper then
which are other comparable items which should be cost equivalent. This can be balanced out by reducing
to 3600 gold from 3700. This makes crit items more expensive while leaving the early game alone for early game adc's.
If anyone sees this and reads it and can come up with tldr please let me know.
Also any other ideas or constructive criticism would be nice.