Proposed changes to ADC class items
Perceived problems:
Damage output VS tanks insufficient. Damage output VS squishes too high.
**why is this a problem? **
ADC are required to be able to kill tanks in late game. By attaining this they are also capable of killing everything else late game. This creates a situation where late game ADCs kill everything.
The capacity of the ADC to kill everything necessitates that ADCs are vulnerable to assassination / zerging / other. I.E. ADC can not survive unassisted against other players. This makes developing the ADC for the late game a team objective.
This is bad because agency is removed both from ADC player and also all the players dedicated to his defense. Assassins and divers lack target selection past a certain point in the game.
Concept of solution
nerfing the ability of the ADC to "kill everything" in the late game will make other characters more strong than ADC against squishies. Will also prevent a situation that the enemy team's "tank buster" 2 shots you.
This makes ADC less important to develop and therefore less a team objective. Which allows ADC to gain strength elsewhere and become more independent.
proposed method
Re-work Crit. Crit will become %maxHP damage.
current mechanics of crit as flat damage multiplier cause damage profile of crit characters to be oppressive VS squishies. To reach TTK of 5 seconds VS tank (6000-8000) results in TTK of 2 seconds VS squishies (2000-2500 EHP). This because crit damage is same between tank and squish.
If crit damage is lower VS squish, because it is tied to one of the tank's stats (his HP or armor) than can decrease TTK vs tank while not decreasing TTK vs squish by same amount. this makes ADC less oppressive to squish.
TL;DR: Crit should be %maxHP damage with AD scaling.
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already oversteps the line as a marksmen with her unconditional tank shredding ability. vayne is as unfair to a tank, as pre rework
was unfair to adc. even counters need their limits.
. Obviously, that being said, they wouldn't have the same stats, and would each probably have something to make them unique.
), becomes relatively weak late game. What you're suggesting is when they reach that point, they shouldn't be able to immediately deal the damage they've been waiting who knows how long to do.
are the only viable adc's) and nerfing those items would make ad assassins less useful than some claim they already are (I'm still deciding my opinion on how strong they are).
are a nice start toward replacing crit.