Backloading adc damage

Sneak Dog·8/23/2014, 10:36:05 AM·4 votes·1,022 views

Currently, an adc will deal the same damage per shot, only variable being crit chance. They are supposed to counter tanks by being the only one capable of killing them efficiently. They do this with giant amounts of raw damage and then % armor penetration. They pay very little for the armorpen. This raw damage means that if they can kill a tank in 8 seconds, if the tank is five times as tanky than a squishy, the squishy will die in about 2 seconds.

This means the only role capable of surviving an adc (for significant time) is the role the adc is supposed to counter. An assassin can try and burst them, just as a mage if the adc is out of position, but they'd both die in 2 seconds if they somehow fail (counterplay is important in LoL).

My suggestion to change this is backloading the adc damage; make them still kill a tank in 8 seconds, but make them kill a squishy in 4 seconds (doubling their lifetime). I'd do this by replacing the critical chance, a burst stat, with, I'll call it critical strike.

This new stat, critical strike, would give an adc a stackable buff upon attacking an enemy champion that increases the damage your next attacks deal.

If you have 25% critical strike: Your first attack will deal 100% damage. Your second attack..125% Your third attack......150% Your fourth attack....175% And so on.

This stat means the adc maintains a status as lategame monstrous scaler, but they won't be an assassin of squishies anymore. It'd also make the tank counter anyone but the adc lategame and make the bursters mages and assassins, whose core identity it is anyway (certain mages' identity at least). Nothing changes for the fighter, whose gameplay pattern in a teamfight stays vague.

Whether the crit strike buff interacts somehow with minions/monsters and how it acts when you switch targets is not very important right now. (I'd make non-champions maintain the stacks but not stack them and make you lose half the stacks upon attacking a different champion than your last.)

First time I started a thread on these fancy boards, I'm open for reorganization suggestions.

Tl;dr: Replace a core stat of adcs (crit chance in my suggestion) with a stat that backloads their damage, meaning instead of for example killing tanks in 8 seconds and squishies in 2 seconds, they'll kill tanks in 8 seconds and squishies in 4 seconds (doubling their lifetime).

20 Comments

FyshinaTux8/23/2014, 12:05:11 PM2 votes

Ugh, another Crit conversation.

Simply put, Crit needs to go, it's an RPG mechanic that they threw into the game to give it a familiar feel (psychology: if someone knows a particular stat, they're more likely to feel comfortable with the game, allowing them to reach the RPG market). That's all it was, and it's now crippling the game.

Even high level players joke with each other in all chat about how the item 3031 rush won the lane via multiple crits in one trade resulting in a kill. The particular game I'm referencing, even the person that GOT the kill hated the situation.

So yea, Crit NEEDS to go, RNG was never a good mechanic for ANY game to have in the first place, particularly not a skill based game. RNG in a skill based game brings the feeling of "oh man, I've gotten so good at this ga... oh... that completely new player just beat me... Q_____________________Q" to it.

What should replace it? I don't know, I've been giving it some thought myself, but I don't like the sounds of this stat that you fabricated, get high enough "Crit Strike" and you'd just obliterate everyone... in a few autos... You already obliterate everyone in a few autos as it is.

In all honesty, I don't think that keeping the squishies alive longer against ADCs is a needed thing, squishies shouldn't be that close to the ADC to begin with unless the ADC is CC'd or outnumbered. This is a skill based game, this would remove SOME of the skill requirements for these squishies that you're referring to, and gimp ADCs by more than you'd think.

Just my thoughts.

Angry Monster8/23/2014, 10:59:43 AM1 votes

First off tanks do not kill ADCs.... where you get this idea? True tanks actually do very little damage.

Catbat8/23/2014, 12:03:53 PM1 votes

this actually makes ADCs stronger against squishies, especially those with Auto attack resets or champions like talon who can build crit as well as how you set it up they do roughly the same damage in 3 attacks and then do even more starting at the 4th attack and an auto attack reset rushes out 2 attacks in half the time making them more deadly and dangerous, if anything.

Worgslarg8/23/2014, 12:20:22 PM1 votes

I like the idea of backloading ADC damage, and while it means a rework of yasuos passive, it would be better in the long run for the game. The only thing is that adc's could attack tanks for a long time, reach 300% autos, and one auto a squishy.

There should be a cap somewhere, and the scaling needs to increase by 50% of critical strike, instead of 100% or you reach 50% critical strike and you have no meaningful change from how the game is atm.

RNG determing damage is a terrible game design.

A Hero For Hire8/27/2014, 6:23:39 PM1 votes

Currently, an adc will deal the same damage per shot, only variable being crit chance. They are supposed to counter tanks by being the only one capable of killing them efficiently. They do this with giant amounts of raw damage and then % armor penetration. They pay very little for the armorpen. This raw damage means that if they can kill a tank in 8 seconds, if the tank is five times as tanky than a squishy, the squishy will die in about 2 seconds.

This means the only role capable of surviving an adc (for significant time) is the role the adc is supposed to counter. An assassin can try and burst them, just as a mage if the adc is out of position, but they'd both die in 2 seconds if they somehow fail (counterplay is important in LoL).

My suggestion to change this is backloading the adc damage; make them still kill a tank in 8 seconds, but make them kill a squishy in 4 seconds (doubling their lifetime). I'd do this by replacing the critical chance, a burst stat, with, I'll call it critical strike.

This new stat, critical strike, would give an adc a stackable buff upon attacking an enemy champion that increases the damage your next attacks deal.

If you have 25% critical strike: Your first attack will deal 100% damage. Your second attack..125% Your third attack......150% Your fourth attack....175% And so on.

This stat means the adc maintains a status as lategame monstrous scaler, but they won't be an assassin of squishies anymore. It'd also make the tank counter anyone but the adc lategame and make the bursters mages and assassins, whose core identity it is anyway (certain mages' identity at least). Nothing changes for the fighter, whose gameplay pattern in a teamfight stays vague.

Whether the crit strike buff interacts somehow with minions/monsters and how it acts when you switch targets is not very important right now. (I'd make non-champions maintain the stacks but not stack them and make you lose half the stacks upon attacking a different champion than your last.)

First time I started a thread on these fancy boards, I'm open for reorganization suggestions.

Tl;dr: Replace a core stat of adcs (crit chance in my suggestion) with a stat that backloads their damage, meaning instead of for example killing tanks in 8 seconds and squishies in 2 seconds, they'll kill tanks in 8 seconds and squishies in 4 seconds (doubling their lifetime).

This is all dumb. You forget that crit chance is a statistic that you purchase, a meaningful investment. If any champion in the game builds glass cannon, yes they will kill someone with low defenses quickly. Risk vs reward. If you play a mage and don't want to die in one hit - position better or build better.