Why Do Adc's Feel So Weak?

woodvsmurph·1/7/2019, 9:42:48 PM·3 votes·2,468 views

I would like to just go over a few things I've suggested on other people's threads and put them all in one spot about why adc's can feel so weak right now barring a few like lucian and ezreal and how I would fix them.

The video above is of challenger elo zed, but you do get some good footage of other roles - namely the enemy team's kai'sa + veigar support and zed's team's vayne + soraka support.

In the above video, vayne and raka get off to a decent start, but then vayne seems to be running it down lane and just feeding real hard with something like 2/8/? kda at one point. And this basically in a 2v2 lane for the most part rather than due to rengar camping her or something.

So here besides veigar cage being a good annoyance to vayne and limiting her tumble options, the problem is kai'sa and veigar can just pop her way faster than raka can heal her. Vayne has also built for max dps build with rageblade and bork rather than to make herself more durable at the cost of a bit of dps. In other words, she has not identified the best build VS HER OPPONENTS but rather gone with the copy-pasta build off google *IN CHALLENGER elo no less. Not only is this build bad in that it leaves her extremely defenseless, but also she doesn't need 15 aa's and 5 proc's of her passive to kill any one player on the other team which is what her build is intended to do. Why? Because everyone is playing a relatively squishy damage champ. Therefore she'd be better off having raw damage of a bloodthirster over getting guinsoo's... or even a frozen mallet to give her more durability.

_**Summary for those who don't want tl;dr below:

  • make crit more valuable as individual purchases rather than needing 3+ crit items to get value from them
  • increase tank durability at expense of some base damage to CHAMPIONS
  • let adc's feel good about getting a 3rd item defensive item to deal with enemy champs jumping on their face trying to 1-shot them (because currently crit rng makes it too high a dps loss to build 3rd item maw, ga, bt, etc.)
  • these changes would have bonus side effects (such as bruiser effects mentioned below)**_

So anyways, to get back on track - what's wrong with adc's and why do they feel so bad? Many adc's are late game. Crit adc's need 3+ crit items for their builds to truly come online with the way crit CURRENTLY works. While adc's are building said crit items, they cannot build any defensive items to deal with enemy assassins, burst mages, fighters, and bruisers that might look to blow them up mid game AND cannot build defensive items because they simply hard-lose the dps battle vs the enemy team's crit adc if they have a 3rd item defensive item instead. They are a late game champion in a game Riot is forcibly trying to push to RELIABLY shorter game time.

What can and should be done? First off, you can't just mega-buff adc's. That would mean in any longer games or should the meta shift back towards longer games... adc's would have so much innate power that they literally could 1v9 without much thought or skill in pretty much every game over X minutes. So instead, power must be SHIFTED. Take away a bit of their late game power advantage and move it to either early and/or mid game. This still leaves them with good late game power, but it lets them more reliably access some of that within the timeframe during which most matches are now being decided - 20-30 min or less.

Reduce the power of crit - seriously adc mains... please don't rage and stop reading here... hear me out - and improve the power of non-crit items such that the dps loss of getting say a ga, maw, or bt instead of a 3rd crit item the dps loss is cancelled out by the value you get from the defenses. This enables adc's to not get jumped on by assassins, bruisers, and fighters or picked off by burst mages in a single combo without the adc having anything they can do about it. Instead, they can itemize based on their opponents and survive the burst and then try to kite it out and live. Adc's can only feel ok about getting such an item though if they don't suffer massive dps loss compared to getting a 3rd crit item and praying they don't get 1-shot. Hence... improve non-crit value vs 3rd crit item for adc's mid game.

Going along with crit and I think this would help with the above... possibly being the only change needed - change crit to scaling incremental but reliable damage increase rather than rng lottery style damage buff. In other words... I have 30% crit = my aa's do 130% the damage of a normal aa. I have 100% crit, my aa's do 200% the damage of a normal aa - capped at 200%... and guaranteed 130% or 200% rather than SOMETIMES doing that damage and sometimes only doing the regular aa damage. This would make adc's feel better about stopping off for a 3rd item defensive item because they wouldn't be relying on low rng values or having to buy a 3rd crit item to increase the rng that they actually get a crit. Moreover, it would help non-crit adc's that build one or two crit items such as lucian and kalista AND tryndamere's damage would be more predictable for both sides to play around.

Then... and hear me out completely because it might sound crazy at first... buff tanks. Buff their durability but reduce their base damage. Doing this increases the value of dps champs like bruisers, fighters, and adc's as well as a few dps mages. By buffing durability but reducing their damage to champions (TO CHAMPIONS being a key point), we make tanks great again while avoiding stuff like maokai sticking on an adc and mercilessly solo killing them. But tanks need their base damage to farm and push waves right? Well 2 things: first is buff sunfire cape a bit maybe, second is you can make (and already have with at least one champ) spells do bonus damage to minions vs the damage it does to a champion. You can do this with tank abilities... giving them the waveclear they need without having insane base damage to champions.

This adjustment to tanks has a bonus side effect. That side effect is... you can probably nerf bruiser's burst damage and/or conqueror a bit or simply replace conqueror with a similar ad/steroid for bruisers that is healthier for the game because... lower base damage for tanks vs bruisers toplane means bruisers aren't getting chunked as hard by base damage abilities from tanks. This lets their innate sustain come into play and lets them better naturally fight them without needing something as op as conqueror to let their burst damage and lower durability keep up with the base damage and higher durability of tanks. This makes: tanks feel tankier vs bruisers without just smacking around the bruiser via the tank's high base damage like they have in the past when tanks were king, bruisers feel about the same vs tanks... just under less threat from the tank's damage, and adc's feel better because bruisers have less absurd burst mid game which means less getting jumped on and 1-shot. So it's a win-win-neutral for tanks, adc's, and bruisers.

Now there is more I would get into, but I think I'll save that for later

7 Comments

Napoleon31/8/2019, 11:14:03 AM2 votes

because riot has made assasins overpowered and no skills required or combos with crazy amount of damage:) thats why.