{ADC} Damage is way to high

stone the blacks·2/2/2018, 7:49:47 PM·1 votes·230 views

so recently all riot does for balance is more damage less tankiness to make games "shorter" but instead they were decided faster [around champ select right now] all damage needs to be lower especially adc with their guaranteed skill-less aa for 250% ad up to 2.5 times per second aoe mages are usually good examples of what they should do, decent constant damage that is easy avoidable and counterable, right click for half a health bar is not, whats the counter don't get in range and hope they dont click or burst them, how assassins were sent to the 14th realm of hell by rito as soon as they could kill an adc, now mages that try get perma cced by they support that makes them immune, unable to fall below 100% hp or now allow you to move or go anywhere near them

this would be complaining of i didnt offer a solution

Crit and life steal should have 50% effect for ranged removing the bps almost entirly increase cost of adc items so they stop spiking at 14 minutes just from 2 items make marksmen much more niche so they cant just do whatever and have a rather set build path

EXAMPLES: Draven get in fast do heavy slow auto attacks, Vayne CLOSE range tank buster, not everything buster tank, weaker autos faster attackspeed, percent damage, Varus hard hitting long range abilities on long cooldown, weaker close range auto attacks, Twitch excessive aoe damage that should should become a threat if left alone, not kill 5 people in 3 autos

general armor,magic reseit shred/ignorance needs to be less useful and not make armor less than 20% effective

Supports need longer cooldowns and not every item they buy should have cdr, cdr items should be weaker values but more uptime, not both

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