You people are forgetting one thing about ADCs and them being so *op*

SuperHornio·5/3/2018, 4:11:29 PM·2 votes·1,023 views

It's kind of funny, actually. All you not adc mains see is just an adc 3 shotting people but let me explain what is actually happening here. Adcs were supposed to be this strong from the begginging like why don't you realise they are supposed to be the ad- CARRIES and nothing else. Once in this god forsaken name the game is actuall going a bit like it is supposed to be played and of course everyone complains+ there is alos talk about adcs not even being needed in some team comps like wut. Try playing adc once and you will realise some things that you actually do't realise when u play any other role lmao:

  • one misstep and you're dead
  • you can literally lose 70% hp just from poke and cant be able to teamfight able
  • try surviving in late game, even if ur fuckin tristana and jup to you a 0/10 jax will still catch you, kill you and the type ez!

Lmfao i played jungle a bit and it's literally a different game, i mean i actually survived an ezrea q as a jungler !!!

7 Comments

TheSandQrator5/3/2018, 4:28:29 PM7 votes

Going back to the roots.

ADCs are based off of the rightclick-based "carry" role in DotA. They were called that for two reasons. You carry them to late game and they'll carry you to victory.

Not just because they're incredible sources of damage, but because there's a huge huge huge amount of factors to mitigate, if not nullify the impact of abilities. So they needed a source of damage output that wasn't so readily countered.

Even then they're still easily able to be worked around by baiting out key cooldowns (usually a Black King Bar, total immunity to most abilities, disables, etc., for several seconds, or similar).

DotA's carry class and its players legitimately spend most of the game power farming. And having other teammates set things up to facilitate that powerfarm. They sometimes don't even help an ally who's dying a screen away from them, the farm is that important. Getting your carry to carry is a team wide effort.

Whereas in League, by comparison, it basically falls into their lap. Yes they are glassy and that's an intended weakness of them. Their team is meant to keep them safe and it's the fault of their entire side if the person who they've decided to be their win condition wasn't kept safe.

League's carries are meant to be strong, I agree. But they're too strong too soon, and too easily. They're largely meant to be a late game focused class of characters, that can be crippled during the early and middle stages of the game. It's supremely hard to punish them during their supposed low periods.

Even "bully" carries, who trade off late game massive power for more of it earlier, in an effort to end the game before the other carry gets fully kitted out, are suffering.

Also, anecdotal evidence means jack. Good for you managing to survive a different role but the marksman role is legitimately pumping out far more damage than they had in the past, there's no two ways about it. People are blowing it out of proportion but they often do to try to get their point across.

SEKAI5/3/2018, 6:15:20 PM1 votes

Since this line is literally the center of your entire argument:

Adcs were supposed to be this strong from the begginging like why don't you realise they are supposed to be the ad- CARRIES and nothing else.

I have to tell you that: This is completely false.

In late game where really only stat-checking matters most, AD-Carries fulfills that need by having a kit that emphasises AA'ing and builds items to scale that aspect in order to gain an edge in late-game, whereby they provide a significant asset with their reliable and no-cost sustain damage in the form of AA; posing as late-game DPS and siegers (and as you know, sieging is the #1 priority in this game). AAs scale well since there are so many ways to add the number (building on-hit, building AS, building AD, arm pen/lethality, crits), and have no cost to do whatsoever, and neither can you miss it (generally speaking, ofc); and so they become extremely valued in late game. And that's why some AA primary characters who are especially good with AA'ing were called "carry", and have been balanced accordingly by having weak to modest early phases for the most part (mostly mid-game ADC like Cait have stronger early than someone like Vayne, for instance); because high scaling AA champs are intended to carry you LATE GAME and NOT THE ENTIRE GAME!

Not to mention, the term "carry" has always been used in strategy related games to refer to late-game stat-checks who will become a win-condition if not stopped prematurely. It is NOT some shrewed notion that "hurr hurr, it's me, carry. Everybody is now my bitch!" Wtf?

Know the context, instead of just making shit up because you think something is what you think it is. It doesn't work like that.

Jbels5/3/2018, 6:52:38 PM1 votes

I just want to say that I remember a time where Marksmen weren't all that good. It was during a meta where assassins like Zed and Leblanc were extremely prevalent in champion select, Fizz as well. This was a time when assassins could consistently blow up the ADC if they were out of position. Back then, this justified the insane damage an ADC was allowed to do in the late game.

However, that was then. This is now. Marksmen have become much safer than they once were. They have access to amounts of sustain that were not there back then, to the point that buying lifesteal on an adc before the 4th or 5th item is rare. Supports have gotten way better at denying aggression from those who dive onto the backline, whether through the sheer amount of healing and shields they provide through items, or the CC that comes from their kits.

There used to be a triangle that design followed. Burst beats DPS, DPS beats Tank, and Tank beats Burst. Although, the word "beat" in this context is a bit misleading. It was basically a guideline for how champions should interact with each other as far as damage is concerned. ADCs were designed to melt tanks, Assassins and Mages were designed to blow up DPS (as well as each other), an tanks were always supposed to be extremely durable, being able to shrug off insane amounts of burst, but always eventually succumbing to DPS. Obviously this triangle design died years ago, as now you have champions that have such short rotations that their burst becomes BPS (as well as auto attackers who stack crit).

Tanks can't seem to die fast enough season after season (despite the fact that they now die faster than they ever did during the previous eras), and despite doing their jobs the way it was intended, people are constantly out for blood the minute a tank does anything resembling the word "alright" in game. It's gotten to a point where statistically, tanks are extremely poor for performance right now. The only good tanks are Sion and Malphite, and that's only because they bully people out of lane with guaranteed Arcane Comet procs, and later transition into being the best teamfight tanks in the game. Top lane belongs to fighters and bruisers right now, and you will STILL hear people bitching about tanks.

That in mind, I don't want to hear a single complaint when ADCs are finally being taken down a peg because of how dominant they've been for the past few seasons.