Instead of trying to buff every single bruiser, how about make supports more than ADC's items 7-12

FalconPawwwwnch··35 votes·1,473 views

Supports don't even support anyone but the ADC anyways

Imagine if more supports had mechanics that helped melee champs specifically

Like if Lulu's speed boost gave melee champs slow resist, or if janna's shield gave movespeed for melee champions at the cost of some less AD

Maybe that would be a good start

47 Comments

Troll for Trump10 votes

Bruisers are struggling heavily in lane, as well as in teamfights. Buffing supports could potentially help bruisers (unlikely, they'll probably continue babysitting the ADC still), but it doesn't help the laning phase one bit.

No idea how you connect the two points together: Bruisers are weak So buff supports and not bruisers, in a way that mostly is just a support buff but also somewhat helps bruisers.

Where did you get "buff support" from the top lane/bruiser complaints?

If anything, they want supports to get nerfed because they give so much peel and utility for the enemy that they could do without

kargish2 votes

To an extend it does make sense. Irelia MasterYi Darius Mordekaiser XinZhao and more are champions that become quite effective when given a support to them, and they are not exactly super weak in laning phase either. It could create some sticky situations though, with some bruiser who NEEDS a support to be effective (Mordekaiser).

Spank the Fox9 votes

Changing champion’s kits to have more benefits on melee isn’t good game design.

Riot has technically steered clear from supporting giving stats ADCs want and to provide more team utility. Going “well using E will be more beneficial on melee” adds an unnecessary layer of power budget you’d have to factor in and frankly, you’re complaining about supports being catered too much to ADCs then give ideas that cater towards melee. That sounds like double standards.

The game needs a more dynamic shift to other classes having the ability to carry within them so the support has a reason to protect/boost them rather than the ADC having 90% control of the outcome of the game.

RocketRelm3 votes

Well, yes, that kind o thing would be weird to implement, and awkward on multiple levels. However, you could make a systemic rule or two, like say, "All Shields/Heals on allied champions are multiplied by x1.25 for Melee allies", and then. balance the game from that point.

Executioner4 votes

Why in the world, does everyone always make it so the melee get something stronger than ranged. I simply do not get this fact. A shield that an ranged champion gets should be the same, you the melee will be getting. Not getting a bigger shield because, im a melee.

PB4UAME4 votes

To maybe make up for the fact that range is the single most dominate stat, or factor period?

There simply is not enough off-set for the tremendous and unparalleled advantages that range alone provides, hence why people seek to add it in in situations like this. You may not realize it, but by keeping the shield/heal the same value for both, it is comparatively almost always more valuable on the ranged champion than his/her melee counterpart due to the safety inherent to range.

Votable Jester3 votes

To be fair, it wouldn't be very fun playing against a Yi with 3-4 supports when they shield him for that much more (and don't forget item 3222 to give him extra cc cleanse).

GayFluffyUnicorn6 votes

Oh yeah i forgot the current botlane is incredibly good game design hence the garbage state this game is currently in. Give me a break.

Having adcs being the only ones benefitting from champions kits is good design because you say so everything else is bad design.

Spank the Fox4 votes

Nice conjecture friend.

I literally said that the dynamic (ADCs being the primary carry) needs to change. Cool your jets.

Z3Sleeper3 votes

You know who you're talking to right? It's obvious he wants this to happen specifically so Mordekaiser bot gets a direct buff and more variation in viable supports.

Mordepool2 votes

[{quoted}](name=Spank the Fox,realm=OCE,application-id=3ErqAdtq,discussion-id=ldLvvYoy,comment-id=0002,timestamp=2018-01-11T03:14:26.518+0000)

Changing champion’s kits to have more benefits on melee isn’t good game design.

Riot has technically steered clear from supporting giving stats ADCs want and to provide more team utility. Going “well using E will be more beneficial on melee” adds an unnecessary layer of power budget you’d have to factor in and frankly, you’re complaining about supports being catered too much to ADCs then give ideas that cater towards melee. That sounds like double standards.

The game needs a more dynamic shift to other classes having the ability to carry within them so the support has a reason to protect/boost them rather than the ADC having 90% control of the outcome of the game.

Morde in the ADC roll averages 55% winrate. I'll still have the support,piss off to Toplane or jungle to support the marksman.

Votable Jester1 votes

I think bonuses from Support shields should just be made adaptive. They have the tech, so why not use it?

ChaddyFantome6 votes

Shields and Healing are already better on bruisers since they have resists which makes more use of the effective health than the 28 armor and 20 MR ADC.

LankPants4 votes

There just needs to be more benefits for melees in general. Crit damage at base should be readjusted to 225% for melee and 175% for ranged. Ranged champs should only get 67% of the benefit from Lethality, Armour and MR. Melee's should get 50% higher values from MS on all non-boot items, IE 8% increases to 12% and MS should be adjusted accordingly. Runes in general need to have bigger effects for melees, Klepto should be rigged to give melees better items and ranged worse, PtA should deal extra damage with a higher %increase for melee, Lethal Tempo should have half the wind up time for melees.

Giving melees some systematic advantages like this would mean there's actually a good reason to pick melees. It makes sense for melees to get significantly better stats IMO anyway since they're already at such a huge disadvantage.

NineTailedMystic6 votes

Because then if melees are too strong they just roll over everything that isn't another melee regardless of kiting?

LankPants5 votes

If you don't do anything to stop a melee getting ontop of you as a ranged they should outstat you and roll over you. You failed to play around your ranged advantage, you deserve to lose.

NineTailedMystic5 votes

REGARDLESS OF KITING

LankPants3 votes

That's BS then. It doesn't matter if a melee does 8x your damage and is 20x tankier than you, if you kite well enough you'll win. Obviously that's too far in the direction of giving melees more stats, but the point still stands that kiting is always a method that ranged have to deal with melee.

At current there's almost no advantage to being melee, that's why they need to have systematic advantages added. The current state of the game is the exact opposite of what you said, as a melee champ, especially a bruiser you get bombarded by cancerous ranged champs before you even have a chance to impact a fight and they have no disadvantage.

NineTailedMystic5 votes

It doesn't matter if a melee does 8x your damage and is 20x tankier than you, if you kite well enough you'll win.

There has to be a reason to discourage blindly running at a ranged champion. If they're so tanky that APs exhaust their Mana pool before even posing a threat or ADs can't kill them in a semi-reasonable amount of time, and it's not even worth trying to fight them, there's an issue.

Yes, they need help, however the correct solution is to not push them to the other end of the spectrum. I believe the correct course of action would be to first remove tacked on kiting advantages on primarily ranged items. Like all the %MS increases on Zeal and its items for starters.

Z3Sleeper5 votes

{quoted}

There has to be a reason to discourage blindly running at a ranged champion.

Yeah, it's called being kited. AA's don't cost mana and I don't believe we were trying to insinuate that melees should be unkillable.

NineTailedMystic1 votes

And if the risk of running at them is too low (ex: too tanky), then it's meaningless because melees are inherently faster than ranged champions. But if they're squishy enough to be killable in a 1v1 situation, then they're way too squishy for teamfighting. Likewise if they can more easily survive teamfights, they'll be too tanky to ever fight 1v1 or even 2v1.

Faceroll Tactics3 votes

Melees should be inherently faster when champions like Vayne, Tristana, Azir, Ezreal, Lux, Kalista, and Ahri exist where they have so much self peel it's actually a crime for an immobile melee to ever get to touch them unless they're caught off guard

Edit: Melees have more movespeed baseline in Heroes of the Storm and they're actually as viable as ranged there, tunrates exist to stop kiting in Dota and melees are actually fucking viable there

Votable Jester4 votes

So Yi should become impossible for mages to do anything about? His movement speed, Q, and W are already enough to dodge/ignore most things and then his Ult means he can straight up ignore the slows (meaning he can save Q and regular dodging for the hard cc).

I think the buffs should be tailored individually for melee champions because they are just so varied. I do support the reduction or removal of movement speed on Zeal items though (with the possible exception of PD as a niche).

Faceroll Tactics1 votes

He already has a boosted movespeed compared to other melees, him Hecarim and pantheon are at the top

Votable Jester1 votes

Sounds like that melee already starts with an advantage in stats.

But anyways, why should we try to balance Yasuo the same way you'd balance Mordekaiser? They're completely different champions.

NineTailedMystic2 votes

I didnt say that Melees should be slower. I'm saying they already will catch up, disregarding all the current ms increases.

Also fuck turn rates.

Sightless661 votes

Melees have more movespeed baseline in Heroes of the Storm

No they don't. Almost all heroes in HotS have 100% base movespeed, and 100% means the same thing for every hero. There are very few exceptions, and none of them are melee carries (or even melee anything I think, except Olaf, and he's a Lost Viking so he's part of a hero that is 2/3 ranged anyway). There aren't even that many with high-duration speed boosts (though there are a few). They're more viable mainly because of the much shorter laning and because supports have increased sustain and lower peel relative to HotS.

Z3Sleeper2 votes

{quoted}

And if the risk of running at them is too low (ex: too tanky), then it's meaningless because melees are inherently faster than ranged champions.

Aight no, I can't let this pass. As a Juggernaut main I am T R I G G E R E D.

Inherently, most Juggernauts have ~5-10 more base movement speed. Also inherently, most ADCs have either heavy slows, spammable or long range dashes, or hard CC, or huge MS boosts.

Tristana long range dash, knockback ult Xayah movement speed on W, 3-hit feather snare that's only dodgeable by sidestepping (aka not moving directly towards her, which increases the time it takes to get to her) Ashe Hard CC, heavy slow on every auto and long range W Caitlyn Traps, Dash has a slow attatched to it Jinx Traps, Slow Lucian Spammable Dash KogMaw Slow. Also he just shreds you before he even needs to slow you Vayne Knockback, Stealth Sivir Spell Shield, Speed Boost on passive, Speed Boost on Ult Draven Fast boi, Knock Aside + Slow Corki Long range dash, Slow, not to mention when package is up o boi MissFortune Heavy persistent slow, consistent speed boost, ability to refresh speed boost when it's broken Kalista literally a rabbit, also has a slow (not mentioning ult cuz it requires an ally) Ezreal item 3025 Twitch You literally don't even know where he is to begin with, also has a slow and 1100 range Varus Slow, Snare Jhin Slow, Snare Let's toss this one in here too why not Jayce Slow, Knockback and Speed Boost

And here's the current problem. Sure if the risk is too low Juggernauts would be broken. Now if the risk is too high like it currently is, getting within auto range of an ADC and then having them hit you with a hard CC, slow or kite you with dashes = dead in ~2 seconds, most of the time less than that. Currently Juggernauts are forced to only fight Marksman if they catch them off-guard from a bush or something. It should be the other way around. Now if they have an ally with them, that's different, but currently ADCs are doing this solo.

Sightless662 votes

Currently Juggernauts are forced to only fight Marksman if they catch them off-guard from a bush or something. It should be the other way around.

I don't agree. Juggernauts should have a hard time taking on ranged champions alone. They're defined by being immobile melees with mediocre initiation that are very susceptible to getting kited, but make up for it with very high melee fighting ability. When you compare them to a diver, they have greater threat as a frontline because they are naturally tanky and damaging, but they can't get onto ranged as easily as the diver or some other initiatior could. They have to rely on their team to some degree to set up fights for them, instead of setting them up themselves. That's the intended class weakness. Hell, Riot's initial gameplay update post for juggernauts said "The archetypal raid boss [Nasus] can only do his thing when he’s in melee range, and his lack of gap closer means he often has to rely on allied speed boosts like Sivir’s On The Hunt or well-aimed crowd control like a Morgana binding to get close, but once he does, he unleashes the power of his trademark Siphoning Strike". Relying on allies was a part of how they described the "prototypical juggernaut". That's intended.

Divers should do great against ranged carries. Burst initiators should have the potential to easily fuck them up. Juggernauts? No. That should be challenging for them, unless they have help to get the fight started, or they make an ambush or flash play.

And just to cover my ass for the boards because I know someone will bring this up, I am well aware that divers and other classes in general are having more trouble against AD carries than they should. That's a different discussion. It doesn't change that ranged kiting in general should be hard for a juggernaut to deal with, and an ADC beating them alone should be not be a rare occurance.

Z3Sleeper2 votes

The kiting should be, the instant deletion once you get "caught" by a marksman should not be happening.

Poske6 votes

Never in league of legends we had melee meta

So I would welcome it with open arms

NineTailedMystic3 votes

An eye for an eye makes the world go blind.

Votable Jester3 votes

There was the time when the juggernauts were op.

Elkington VI3 votes

{quoted}

Because then if melees are too strong they just roll over everything that isn't another melee regardless of kiting?

That's literally never how this game has worked, especially in today's CC/kite-heavy league. The only melee that came close to this was Olaf before his rework back around S3.

NineTailedMystic1 votes

And? It's a potential scenario, especially if all these dissenters get their way.

Ariel the Cruel4 votes

Fun trivia: There was a time When Lulu gave AP, not just attack speed.

Z3Sleeper1 votes

Currently on PBE Nunu's W gives AP now.

Z3Sleeper4 votes

I honestly am not seeing any bruiser underperforming at the moment.

There's some pretty terrible lane experiences, vs Gangplank and Nasus to name 2, but overall they are still functioning.

Sincerely, a Bruiser main.

Slythrin Umbreon3 votes

Well, they used to have that big burst of movement speed, but it's gone now :D

Sire Hippington3 votes

Slow resist on lulu's W ir ms on Jannas shield would do little for them helping melees if not another core issue gets solved first: Most supports have a hard time reaching their melees once they dive into the opposing backline(which is what they are supposed to do). What we need more than such bonus effects is something like more range on support skills, or a longer duration on melees, or delayed mechanics(for example jannas E places a buff that lasts for ~3 sec, if the target takes damage in that time it gets the shield)

The issue is not that melees don't get enough benefits from support spells, but that it is pretty hard and unconvinent for supports to use them on their melees. Aditionally, why would anyone go through the hustle of supporting a melee if supporting your ADC is much easier while haveing bigger rewards? With ADC beeing such absurd hyperscaleing dps machines, why ever waste your effords on someone else?

Ahri Baka2 votes

Sounds good but , that will make more annoying metas like MasterYi Karma Yasuo Nami Taric Vi and it will make MasterYi Kayle stronger and literally can 2 vs 5

Z3Sleeper5 votes

I don't think Kayle is regarded as a support ever anymore, if they did a pass like this for support champs, most likely Kayle would be untouched.

Ofcourse, I still don't think it's a good idea. It's a cool idea, but for balance sake, I don't believe it'll be good for the game.

SH Azykan2 votes

you dont know the kayle top + Yi jungle strat, do you... Kayle buys ardent censor, knights vow, and other support items, drops ult and W on Yi and lets him go ham killing everyone.

Z3Sleeper2 votes

I am well aware. Read the post bud. It's about individual changes to each support.

Why would this affect Kayle if she isn't being played as support?

Kinkou Order1 votes

It would have to be based on things that melee tend to have more of.

Base damage or bonus HP might be the 2 best options.

AirKingNeo1 votes

Imagine if supports and adcs also had less impact over the game. That would help too.

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