The reason this game is becoming less balanced is because everyone wants to be a carry...
Taken from reddit but I thinks it describes the situation and power creep pretty well: (continue of the title...)
> ...and Riot is pandering to it. > In the past the game functioned in a way which supported 2/3 dedicated carries on a team. > This was most commonly mid and ADC (plus or minus top lane). This made sense from a design stand point. You had a relatively safe solo lane in mid which provided gold and levels required to scale. You then had a duo lane bot with a support dedicated to helping an ADC get as much gold as possible, their main requirement to become strong. Then as I said, you had top lane. This was either a tank (which actually functioned as a tank, we'll return to this...) or a bruiser/carry which again took advantage of solo experience and gold. > Supports and junglers were relatively low economy and this lent itself to running utility based champions in those roles, who did not require huge amounts of gold/XP to function. > This was actually a really good state of affairs - you had different roles genuinely trying to fulfil different objectives to support their team in different ways. > This wasn't enough for people. EVERYONE should get to do MORE DAMAGE and have MORE GOLD and get MORE KILLS and CARRY HARDER. > Over the years, Riot have pretty drastically increased the amount of gold available to junglers and supports. They've also increased the XP available to junglers. This was required to an extent (the era of junglers being Alistar and only buying Oracles and clearing wards was the other end of the spectrum and equally bad) but it's gone way too far. > What this leads to is what people thought they wanted - every role to be a 'carry' role. > Supports get way more gold, and so the role allows champions like Zyra and Malzahar to function down their as secondary AP carries. They aren't mage supports, they are AP carries - they quite often top the damage charts. This might be 'fun' for the support player, but it's honestly just straight up bad for the game. > Junglers are champions like Kha'zix, Rengar and Graves not because these champions suddenly got massively better, but because the jungle now offers them comparable resources (gold and XP) to solo lanes without them having to do anything special to get it. Farming the jungle SHOULD NOT provide the level of resources farming a solo lane does, because it is just fundamentally 'easier' and safer. Previously these champions were risky, because they needed successful ganks to get the resources they needed to be useful. Now they don't. > Top lane became a problem due to the same underlying reason but in a different way. It wasn't enough for top lane carries to exist, people wanted to be able to KILL PEOPLE no matter what type of top laner they picked. Therefore you get damage creep on tanks because everyone should do DAMAGE right? > A tank's function should be to soak up damage and provide CC. It should be to lock up enemy carries, prevent them doing damage to meaningful targets and allow their own carries to output their own damage. > What it shouldn't be is to be fucking invincible whilst also doing a lot of damage. No, an ADC with 2 damage items shouldn't be able to melt a tank with 2 armour items in no time at all. But the tank also shouldn't have enough damage to just straight up shit on the ADC 1vs1. Frankly it should be a bit of a wet noodle fight in a 1 on 1 situation. > In my opinion, tanks which function in a healthy way in this game are champions like Leona and Braum. They provide consistent CC, support their carries and interact in a way which enables their team. Poppy, Maokai and Nautilus simply don't. They are one man fucking armies who do way too much damage for how tanky they are. Either take away a lot of their damage and actually make them tanks (honestly I don't care if this means they don't function well in top lane - opening up top lane to bruisers and shifting tanks elsewhere is perfectly fine in my opinion) or take away some of their tankiness and make them bruisers. > The reason AD carries feel so week at the moment is because of the above, not because they 'do no damage' or just suck compared to previous seasons. > Take a champion like Vayne as an example. Vayne still does a tonne of damage, that isn't her problem. In previous seasons, Vayne had to worry about the damage from probably 2 or 3 sources on the enemy team when getting in range to auto. Now, she can literally get blown up by pretty much anyone. In a standard game - without being massively fed - a support Zyra, a jungle Kha'Zix and even a fucking top lane tank Poppy will absolutely blow up a Vayne if they catch her. That's why she can't function, because supports, junglers and tanks get so many more resources and do so much more damage that standard AD carries simply can't get in range to fight when one miss-step results in them getting fucked by pretty much anyone on the enemy team. > ADC feels so weak because now everyone else gets so many more resources that they've been crowded out of their primary function (doing damage). > Doing damage might feel cool and fun, but honestly everyone doing a tonne of it just isn't good for the game. Giving everyone enough resources to be a 'carry' might feel fun for the Zyra who gets to oneshot the ADC and do the most damage in game, but it isn't good for the game. It just ends up feeling unfulfilling for everyone. > Things need taking back a step. Junglers and supports need to lose some resources so that lower econ champions function better there again (and high damage carries are actually a risk) and tanks need to lose some damage. > Let's go back to a time when: > Top lane brought actual tanks or bruisers to the party > Junglers supported and enabled their lanes/team > Mid laners provided the (generally burst) damage/high impact utility > AD carries brought the consistent damage and killed the tanks nobody else could burn through > Supports...well supports were actually supports with CC, utility, healing and abilities which enabled their carries > That shit^ was a million times better than everyone being a carry and oneshotting each other. > Or that's my 2 cents, anyway. > Edit: a LOT of replied are misunderstanding me to mean that only mid/ADC should be impactful or should be more impactful than other roles. Perhaps this is a result of my choice of title, but what I was actually trying to get at was that damage isn't and shouldn't be the only way to 'carry'. > People have pushed for all the roles to be high damage because they feel like that's more fun and makes them more impactful. > What I'm saying is it was better (IMO) when the so-called 'carry' roles were primarily defined by damage output, whilst other roles could have just as big an impact but in different ways. > ADCs feel like they've lost their place because their major role has always been damage output. When every role has huge damage output, they feel like they don't bring anything special. > I feel it was better when other roles more commonly had their impact in different ways, rather than every role just being about doing as much damage as possible. > EDIT2: Also since I'm getting the "Hurr durr moaning ADC main" thing a lot, I am not and have never been an ADC carry player. This meta also suits the champions I play. That doesn't make it good.