So ADC discussion.
So, before anyone starts, this is not a "RITO buff ADC's, they so weak" post. This is meant to be a post to discuss in a civil fashion the current state of ADC's and see what can be changed. Regardless of the strengths of the role, it has been noted to be very frustrating and dependant on more outside factors than ever before. Now before we start, i'll say. I'm a scrub, by every sense of the word, i suck alot of times at League. That being said i follow the scene on all it's levels (regular games, streamers, pros, LCS, theory-crafting, etc, etc). Given the amount of time i spent in trying to learn these things, i'd like to think my points and ideas are atleast in the right direction.
Now let's discuss the ADC "issue" noting the positive and negative aspects of the role ATM: Positives:
- Sustained damage to burn objectives (towers, jungle monsters).
- Ranged DPS for teamfights.
- Lategame scaling insurance policy. (depending on which ADC is picked)
Negatives:
- Extremely item dependant.
- Generally the primary focus at all game stages.
- Highly vulnerable at all game stages.
- Highly team dependant.
So how does this work? On one end ADC's are the only mandatory role in the game, meaning what they bring to the table is impossible to pass up. On the other hand they are one of the most resource absorbing roles while being one of the least impactful roles for the first 20-25 minutes of the game. Let's see the reasons for this:
- High pressure on bottom lane. With the current strength of junglers, ADC weak early game, weaker bottom tower, first blood gold and which ever drake is up, the amount of resouces and snowball potential that lies on the bottom lane is through the roof at the moment. This means that especially during the first 5-10 minutes bottom can expect anything from a jungle gank to a bottom lane TP to a mid lane roam and have to deal with anything from a 3v2 to a 4v2, etc, etc.
- Vulnerabilty to enemy pressure. A stray AOE or CC or both and your contribution is donezo.
- Fragile early game. At the moment even "bully" ADC's are very weak at the laning phase. This is either due to having low base damages on their spells, low ranges or general low base stats. Mobility may or may not also be an issue, but again this depends on which ADC you are playing.
- Awkward itemzation. You can either be a bully or a hypercarry ADC, but 80% chance, you are going to require 3 item slots simply for crit items and to actually get your core spike online. That means it becomes difficult to spec into more specialized items.
Problem is, you can't simply buff the class and here's why:
- Lategame power. By the same issue of building triple crit, when an ADC can actually reach that point they become a DPS power house, capable of burning down champions and objectives. Even some of the lower-end DPS ADC's can wreck havoc on an enemy team if left alone.
- Tower taking. ADC's are second to none when it comes to taking towers.
- Individual balancing issues. Several ADC's have had complex balancing issues, going through a slew of buffs and nerfs. This is either due to having a kit with too many moving parts and effects (e.g Kalista), having a part of their kits that is almost completely obsolete (Ezreal W, Lucian W), or having misguided design directions (Quinn, Graves, Kog). As a result these ADC's require more than simple numbers tweaks.
So we have a class that has little impact when compared to others, but still has to be in the game. So what are the possible solutions to this? I'm gonna list a few of my ideas and will want to hear other ideas from comments. So here we go:
- Make top side have a set of rewards that can alleviate bottom lane jungle pressure.
- Modify ADC base stats, to have some early-to-mid game impact. I.e increase base attack speed on ADC to 0.9/0.95 ish, lower the scaling attack per level. This will make trades and last hits feel stronger and more fluid.
- Increase the base range of lower range ADC's from 500 to 525. 500 range ADC's are very easy to zone and susceptible get hit by some stray spell, regardless of positioning.
- Increase the base damage of caster ADC core damage spells and reduce the AD scaling. Make it so certain caster ADC spells can critically strike for a small % damage increase which can be increased by the modified
noted below. These "spell crits" would be based on more than just RNG due to being CD gated. Stronger early game until levels 9-11 and stronger 2 item spikes, then casters get overtaken by AA based ADC, due to their basics not being empowered by
. - Increase the power of ADC stims. SInce item and level based attack speed gains are getting reduced, steroids can be increased and it makes a better difference between early and lategame ADC's.
- ADC reworks:
these 3 need to be remade from scratch since not only did they missed all of their core goals, but they were completely pushed from the bot lane role entirely.
needs a medium scale rework (
level) stream-linning her abilities and removing some of her conflicting passives and interactions.
these 3 would do fine with
level changes to their respective W's and E. The idea is to make these spells have an actual impact when using them and make future balance adjustments easier to be by virtue of having more points to buff and nerf. - Reduce ADC item costs. Small amounts on
,
, etc for instance. 
These items would need lose attack speed (i.e reduce the completed items attack speed to 20%, boots the same, and PD to 30%). Additionally their crit chance is now unique to discourage triple crit builds by building double Zeal items. To compensat their passives could now be buffed in some way (
now deals more tower damage/gives higher range,
now hits more minions,
gives more movespeed and damage reduction to allow better kitting, etc, etc to make each one an appealing choice to each ADC and each situation)
Modifications on these items.
could lose one of it's currents passives and get one to make it work like an
for certain caster ADC abilities. The damage increase could be a % flat one or one based on a AD scaling to help make the curve smoother or spikier and make the fall off less jarring. Also make their passives unique named ones with the same name to avoid double stacking. General idea here is return to the pre season 6 ADC rework state where you only built 2 crit items on crit based ADC's. That way Zeke's actually becomes a viable support item again. Modified
would be the core item for caster ADC's such as (

) and give them a visible early game spike.
would then be built by more AA focused scalers (
).
Introduce a third variant of this item that can help deal with the current over-kill of shields. Maybe one that reduces shield effectiveness against targets below a certain health threshold (Similar to Morello). That way shields become less of a cheese way to avoid kills and more of a way to block the damage that would leave in such low health. This one is more personal bias.
This is all for now. General idea is to A) make ADC's not so crap early game. B) Make their stages of power more visible (early, mid, late). C) Make them slightly less team dependant and more capable of carrying by themsleves. D) Dimish the pressure in botlane.
So now i wanna hear from the rest of the people. Plz no insults or troll or ELO remarks. Just thoughts on what can be done, either nerfs or buffs.
EDIT: My grammar and spelling suck
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Grants solid AD, attack speed, Critical Strike OnHit magic damage, and-
UNIQUE passive: Your critical strikes double-proc OnHit effects. Doesn't stack with Guinsoo's Rage.
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Grants Lotsa lifesta, lotsa AD, Critical Strike, and-
UNIQUE passive: Your critical strikes heal you for (percentage) of the damage they deal.