Marksman Need meaningful Keystone choices, here's some ideas.

Vallalan··1 votes·1,012 views

Currently adcs have literally two to three options with some outliers (jhin and MF can take death fire)

We have warlords (sustain/life saver in a pinch) Fervor (straight up damage)

Both of these are severely problematic Because there will never be a meaningful choice. If warlords is strong enough to sustain then lane bullies can't bother with fervor or they will be out sustained out of lane. If fervor is too strong then adcs simply all take it and get extra damage. Unlike other lest ones which indicate a specific play pattern and choice. Adcs will always take whichever is stronger.

Look at thunderlords vs storm raiders (utility vs burst) Thunderlords vs death fire (sustained damage and poke vs burst ) Colossus vs grasp (engage safety and all in vs damage/sustain)

I have some ideas as an ADC main I think would be more meaningful choices and focus more on what an adc wants to do in a particular game or on their style of adc:

KEYSTONE IDEA 1: MOBILITY KEYSTONE

Gain X% move speed after auto attacking an enemy champion. Ramps up with consecutive autos on enemy champions capping at a % of move speed at a certain number of stacks.

Note: think of this like phage or old furor boots but it ramps up with consecutive autos so it's more about moving around in a team fight and can't be used as a free escape and kiting tool if caught out.

KEYSTONE 2: window of increased damage

After auto attacking X amount of times trigger a burst of increased attack speed, attack damage, and critical strike damage (not chance) for X seconds. (Has cool down)

Note: think about this sort of like zekes only not reliant on a binded ally. This would be geared toward those who want to ramp up and all in with this window of strength. Think about champs like Ashe, vayne, Tristana who all want to all in with certain abilities. This would give them something to play around. Numbers would have to adjusted properly as it could be OP, but I think it could work.

KEYSTONE 3: ramping damage on single targets

Each auto attack against the same enemy champion increases damage to that champion by X% up to a cap. Changing targets starts this back at base and has no cool down.

Note: this would be focused on shredding single (most likely Tankier) targets. For those times adcs are forced to stay back and only hit the colossus shield tanks this helps them ramp up their damage significantly over time.

KEYSTONE 4: Burst mitigation

After X auto attacks, become empowered with a spell shield and gain X% lifesteal for X seconds.

Note: so for adcs afraid to get in the fray without blowing up instantly they can sacrifice extra damage or mobility for a chance to survive. The spell shield helps survive burst and the lifesteal helps them live a bit longer afterwards to keep auto attacking a bit longer.

Curious what anyone thinks about these.

2 Comments

WoonStruck5 votes

They already have meaningful choices.

If anything, marksmen need fewer and everyone else needs more.

Also, ADCs are broken right now. They don't need any help at all.

Finally,

1)Overlaps with SRS

2)Overlaps with already present lower masteries, as well as DFT/TLD and a couple items.

3)Overlaps with Fervor

4)Overlaps with Warlord's.

Vallalan1 votes

1.) hardly overlaps with storm raiders outside of both being movespeed buffs. one is a massive instant move speed buff based on hitting a % damage (clearly aimed at burstier champs with no built in mobility)

2.) how the fuck does this overlap with DFT/TLD AT ALL. the only thing it has in common with those masteries is that it increases damage output.

3/4) this is the only one (3) similar to fervor. and my general feeling as someone who actually mains adc is that these keystones would replace warlords/fervor not be there in addition. and not all of them. these are just a few examples of the KIND of keystones adcs need. the 4th is entirely different from warlords in that it is SITUATIONAL (like pretty much most other keystones)

I'd also like to note I said nothing about "adcs needing buffs". No, adc's are not "broken". I can't believe that anyone genuinely believes that ADCs are broken right now when unlike this past season we JUST played, adcs could spike at 1/2 items and now can't really do that. (thats ok of course, but to say they are broken NOW and not then is like just silly. armor pen adcs were busted)

everyone else needs more? tanks do not need more as they just got a massive buff in the colossus keystone. especially for tank laners who weren't taking SOTA to begin with. assassin's literally just got an entire item pass. mages have been doing great since the mage update. supports just got the broken af redemption item recently.

and you say adcs are the ones broken? come on now. someones salty towards adcs.

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