Why does ADC get so much hate?

Treyhova·12/24/2016, 4:46:38 PM·15 votes·2,464 views

I really don't see why, especially in the meta we have now, when it takes them 2-3 items to do anything, and your lane is decided in the lobby where the support may not play support.

Edit 1: Alright, I understand that some ADC's are still good, but a big part of that is the fact that most Bot Lane bullies were gutted this preseason along with armor pen, also known as early-mid game ADC's. Im just saying we should buff the useless ones at the moment and then consider nerfing the others.

89 Comments

Genocide Victim12/24/2016, 4:50:18 PM8 votes

Adc is pretty weak now

ChargeItDownMid12/24/2016, 4:52:19 PM7 votes

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Bronze Bonanza12/24/2016, 5:41:44 PM5 votes

Believe it or not, non-ADCs don't particularly enjoy the "you have to gangbang bot lane every 3 minutes or else your team will lose horribly" meta either. But if you don't, the enemy ADC goes out of control and destroys everyone.

Rivuo12/24/2016, 5:03:09 PM5 votes

{quoted}

I really don't see why, especially in the meta we have now, when it takes them 2-3 items to do anything.

The boards just have a lot of silver players who are extremely biased towards adcs...

Theres a post on reddit that got 1000 upvotes saying adcs are extremely weak and needs buffs besides vayne n twitch

Ralanr12/24/2016, 5:23:54 PM3 votes

Most ADC hate is pushed towards the popular ADCs.

ZT Xperimentor12/25/2016, 3:22:06 PM2 votes

Lets see . . . They've been THE mandatory class to have on your team since season 1. They've been repeatedly & consistently buffed over the years. They can negate an entire classes of champions with a single 2400~2700 gold item. They can survive being focused simply by lifestealing. The majority of their damage is unavoidable. They used to require a team to peel for them, but they no longer need to since their update. They frequently have abused items meant for other classes, yet riot guts the item instead of their interaction with the item.

Teridax6812/25/2016, 6:10:34 PM2 votes

I think a large part of it boils down to how marksmen as a class tend to circumvent design rules that have been applied practically everywhere else. In a League where a significant amount of champions, including entire subclasses, have received major changes to make their damage less reliable, marksmen remain a class capable of dealing massive, constant, unavoidable damage at no resource cost, for example, and don't really seem to pay for it with reduced reliability elsewhere. Diversity is held as an important design tenet, and Riot has deployed significant efforts towards making matches more diverse, including controlled randomness in the form of Drakes and plants, yet the eternal marksman-support mandatory duo bot lane plays a large part in limiting match diversity overall, as it not only makes for a pretty unchanging lane setup, compared to the class diversity of top, mid and jungle, but also tends to warp entire team comps and even the entire metagame around accommodating marksmen. The marksman class is supposed to have their early game as a core weakness, yet a great deal many marksmen are viable in solo positions, to the point of even becoming lane bullies against champions with less range and mobility.

In the current state of the game, marksmen aren't as strong as they used to be for a large part of Preseason 6, but the issue isn't so much with their power, but that they could be even weaker and still be considered mandatory every game. Unless marksman damage drops off so severely as to be weaker than that of other classes, which will never realistically happen with their itemization, marksmen will still be the best at taking towers and objectives, and will still be the best class for teamfight DPS, which means they will never cease to be present and central to the game, while other classes often fight for representation, let alone a chance to take the spotlight.

There are a lot of issues tied to this that makes solving this kind of problem difficult, and a lot of them are structural: the game is still a state where, eventually, the only major way to influence the map becomes high DPS, especially ranged DPS when you factor in towers. This isn't just a problem with marksmen, and it causes tanks and supports, the only two classes not tied to damage, to end up feeling disconnected from the environment past a certain point. Marksmen also likely have too much generic power and reliability, which causes them to fulfill multiple functions at once (objective control, teamfight DPS, etc.), functions that would usually define individual subclasses, and the class still needs to be split into those, which should reduce overlap.