I sometimes wonder if Attack Speed is the real issue with ADC balance.

Tèrminus·2/5/2018, 5:59:58 AM·1 votes·215 views

Whenever an ADC, or the role itself, is strong enough to warp the game, AS always seems to be at the root of the problem.

Critical strikes are strong on their own, but when most of the sources of critical chance actually increase your critical damage output by a deceptively higher amount due to boosting AS as well...

Plus, we have Kog and Varus doing their on-hit thing, which is also an AS-heavy build.

Ranged champions need to have their AS gains controlled somehow, I think. Don't ask me what a good way to do that would be, though.

3 Comments

Kaìju2/5/2018, 6:25:05 AM1 votes

Interesting thought. As a marksman player myself, I feel part of the issue is how many stats we need. We need AD, crit, armor pen, attack speed, life steal, and depending on the champion cooldown reduction. Even down to the simplest parts, AD, attack speed, crit, and armor pen.

Assassins however just need AD/AP, pen, and CDR. Mages need only raw AP/Pen and maybe CDR since mana is built into several AP items. Tanks only need health and resistances, many items having both.

The issue in my eyes when you address it, is that we need so many different stats, but we end up with so many of so much that it becomes too much. Maybe crit should have it's attack speed lowered so you can either opt into a high crit low speed build like Jhin, or a more constant and higher auto attack speed build for on hit. The issue there is you would need to heavily rebalance many marksmen due to how many of them need both to get by. Perhaps buffing their steroids in operation for removing a large chunk of attack speed.