Is AD getting a little bit too Versatile of a stat?
AD scaling MR,
, Nullifying Orb,
AD scaling Shield,
,
AD scaling Healing,
,
AD scaling Lifesteals,
,
AD items extend damage taken,
,
AD items gives Flat Damage reduction and scaling, Spear of Shojin,
AD synergize with Attack speed,
AD lets you CS easely while consuming 0 Mana,
AD champion have high AD Ratios,
AD champion can waveclear easely with both basic attacks and abilities,
AD takes down tower and objectives faster,
AD items offer much more unique sustainable passive,
AD item scale of Mana,
AD scale with Crit,
and much more.
I'm not complaining about AD being broken but more about being a versatile stats.
What a certain AD scale other stats?
The only downfall of being AD is not being able to deal with
.
That's the only thing I could think off.
I think that AD should do a set amount of things and not do everything.
The weakness of AP is simple, Your basic attacks don't scale off AP, You start the game with no Base AP, You cannot push tower as efficient as an AD because AP items don't offer Attack speed, Most of your AP abilities consume Mana, IF you have no mana there is no AP damage coming from you, AP has an awkward damage scaling, and much more.
Is attack damage define as PHYSICAL DAMAGE or not? Because shield scaling off AP makes sense because its Magic. A Shield that would scale off AD would look more like Braum holding his shield because he is physically blocking an attack.
or
enable AP to push in some situations, and by lategame they actually do far more to towers than a lot of AD champs. Early game is definitely a disadvantage, though.
)