ADCs should scale slower

Elohaven··3 votes·270 views

You have bonus gold, indirect buffs to supports, a meta issue with ADCs being a major contributing factor to whether a team wins/loses, and a problem with towers being too weak. You have lethal tempo and PTA as well, all great runes. Triumph gives bonus gold and kelptomancy is beautiful. With all this bonus income, the ability to be in debt, and the amount of itemization advantage AD champs have with the fast pacing of games now - I would say a good WAY TO NERF ADCs is by increasing the price of zeal items by 500 gold each(additional dagger requirement with 200 gold added to the tier 3 item).

This solves a lot of issues. ADCs are more in line with their late-game/mid-game pinnacles. The scaling between mages and ADCs and Bruisers/Tanks are actually sensible. (If you didn't know, ADCs have the cheapest builds). The game will not be around ADCs for its early/early-mid portion. Top, jungle, and mid-lane will shine more. Buffs to support items won't cause ADCs to get out of control like with Ardent Censer early due to the farm requirement as well. (Crazy items like the old ardent may still be realy strong, but at least the ADC will scale at a later time period)

Just something to think about. Please note, there's a lot of changes with pre-season so this idea may not be too great. However, I do think it is something worthy to consider.

6 Comments

deadlychuck1 votes

Remove crit. Now they only have 3 multiplicative scaling stat instead of 4 (well 5 if you count CDR).

AirKingNeo1 votes

Where are you getting 3?

You have AD, and AS. If you don't include crit, that's 2.

deadlychuck1 votes

Crit, Atk Spd, % armor pen, & lifesteal (an again CDR too), all multiplicative increase the power gained by the base stat (AD).

AirKingNeo1 votes

Armor pen and lifesteal aren't multiplicative stats.

deadlychuck1 votes

They absolutely are, just because they're not multiplicative damage stats doesn't mean they're not multiplicative.

If you have 10% lifesteal, than net amount of life change is equal to 110% of your base damage on auto attack.


I.e. Ch(ampion) A: 1000 HP, 10 AD, 100% Lifesteal. Ch(ampion) B: 1000 HP, 20 AD, 0% Lifesteal.

Then they die at the same time, because the net power of Ch A was increased by 100%


% armor pen is a little harder to explain, but there is also some armor scaling details behind it, but i can simplify it some. The effective health from armor scales linearly with armor, but the %# that you see doesn't increase linearly.

It's a little bit easier to understand if you consider effective health though.

The equation for effective health is

Effective Health = (1 + (Armor/100)) * Nominal Health

I.e. Ch(ampion) A: 1000 HP, 100 Armor. Ch(ampion) B: 100 DPS, 0% armor pen. Ch(ampion) C: 1000 HP, 50 Armor. Ch(ampion) D: 100 DPS, 50% armor pen.

Ch B attacking Ch A, Effective health would be 2000. Ch B attacking Ch C, Effective health would be 1500.

Now, the question is, does Ch D cause Ch A have the same effective health as Ch D?

Plug it into the equation, and yes, it does.

In effect, you're reducing their effective health (not their nominal health). When you use effective health instead of damage reduction, this become abundantly clear. This is also why flat armor pen is more effective at low armor.

Effective Health = (1 + (Armor*(1 - % armor pen))/100)) * Nominal Health

However, this multiplication of power is only applicable to the the difference in effective and nominal health.


AirKingNeo1 votes

Or just make ADCs scale less. Not slower, just less. Worse late game.

That's it.

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