If AD's had the same core item strength that AP's do:

Hibeki··4 votes·689 views

Bloodthirster: 3% lifesteal, Ad, Attack speed, Lifesteal. (Mimicking ROA, having health sustain, resource sustain, and damage)

Atmas Impaler: Ad, Armor, Now gives untargetability and invulnerability for 2.5 seconds, now has end game stats. (Zhonyas hourglass)

Black Cleaver: Ad, Attack speed, Auto attacked targets take 10% more damage from your autoattacks (Mimicking Deathfire grasp)

Sword of the Divine: Attack speed, Armor, Small AD, gain short burst of attack speed on assist, full burst on kill. Lower your health the higher your lifesteal (Athenes)

Infinity Edge kinda already copies Rabadons.

Don't give me the "Oh AP's have to use abilities while AD's can just right click". A fed APC can burst a carry before they react, and AD's have single target damage while AP's can whipe out TEAMS.

10 Comments

NoMonku5 votes

Items don't need to be carbon copies of each other for different characters. If this were possible, it basically defeats the purpose of having two different systems in the first place.

Hibeki2 votes

It was a post to show how ridiculously strong AP itemization is

Zaikyo3 votes

It was a post to show how ridiculously strong AP itemization is

Yep, good thing they're APs and not AD. Otherwise they might be broken. :D

majulito2 votes

cd on a spell vs cd on an auto attack. No ap/cd for leveling up vs ad and as for leveling up. A mage runs out of mana they are useless whereas ads just need to be in range. A mage gets hurt they most likely have no way to heal (unless your vlad, ahri) vs an ad that gets hurt lifesteals off a ward or something.

Not saying the game is perfectly balanced but you gotta look at the tradeoffs.

Hibeki1 votes

AOE nukes vs single target nukes

instant damage vs long term damage

on demand nukes vs rng for crits

waveclear vs single target

They each have their drawbacks

majulito1 votes

Auto attacks can't be dodged most skills can be. Auto attacks do instant damage unless you are counting travel time of projectile but spells travel too. So tie?

RNG can work in your favor or not. You can go from do no damage and someone commits to killing you then all of a sudden all your shots crit. But thats not an inherit problem of ad thats with crit. A highly debated topic.

Ads can clear waves pretty well themselves with shiv, jinx rockets, graves buck shot, cait peacemaker, ashe volley, varus q/e , zed e/q, talon rake, etc. Usually its one or two shots a minion. Not all mages can easily clear waves and if they don't one shot it with a spell or two they again have to wait for cds. This is especially a problem with super minions and clearing jungle camps.

Hibeki1 votes

abilities come with aoe, cc, and dont need vision to use.

adcs dont have waveclear on auto attacks, those are abilities son

luck isn't a solid damage output.

majulito1 votes

adcs have abilites those abilites tend to scale with ad. so adcs have wave clear.

And again crit is an issue on its own on whether or not its good for the game. If you remove crit then that opens the door for new ways of scaling and a lot of items being retuned. Keep it and its left to who is luckier. Ap items aren't the problem with this respect thats a problem for adcs.

Fed by Snu Snu1 votes

Infinity Edge alone trumples any AP item in terms of strength increase, so qq more.

Sword of the Divine: Attack speed, Armor, Small AD, gain short burst of attack speed on assist, full burst on kill. Lower your health the higher your lifesteal

I didn't know health was an ADs resource of choice, mundo and aatrox exempt.

Volt Cruelerz1 votes
  1. Mages use CDR+AP. ADCs use AD+AS+Crit. In terms of DPS, that's two multiplicative things versus three. ADCs flat-out scale better as a result and is why IE is such an incredibly powerful item.
  2. Mages (usually) deal AoE while ADCs are (usually) single-target. Mages deal lots of damage to entire teams, yes, but they do very little to individual targets unless their entire burst is up (and if they burn their entire burst, they are exceedingly weak for a while afterwards). This means that ADCs are far more useful for killing objectives in a timely manner, not to mention that many abilities can only target champions.
  3. Mages are empowered for short engagements; ADCs are built around longer ones. The longer a fight goes, the more of the damage will be dealt by the ADC rather than the APC. Yes, one can argue that mages counter ADCs, but only if the mage has their entire burst up. If their ult is down, there's a very good chance that the ADC will simply be able to absorb the burst and just heal back the damage as the mage dies. Mages rely on their abilities being up to be effective. ADCs are always ready for battle.
  4. Mages that lose health shouldn't expect that health to come back any time soon. ADCs can just kill a minion wave to heal back to full. This allows ADCs to spend more time away from the base as returning to the fountain is unnecessary.

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