ADC Meta
I'm not going to comment on how boring it is to watch due to the other roles largely being forced onto types of champions that benefit ADCs. I'm not going to talk about how an ADC meta revolves around dragging the game out. I want to talk about how this meta invalidates certain kinds of champions because of the champions that are either made stronger or necessitated by the preponderance of strength given to ADCs.
- Burst Mages. I understand some people might take exception on this one, but bear with me. Yes, Syndra is an obvious exception. Yes, I could understand a person trying to argue that Ziggs/Ori are exceptions (although you'd be wrong on those two).
First off, Syndra is the exception because she has the potential to assassinate someone from fairly long range through a stun-flash-ult combo. That means that, while Syndra is a burst mage, she can function like an assassin when she has flash and her 1100 range stun up. This particular play pattern is why Syndra gets to be an exception.
Second, Ziggs is a waveclear mage (not a category that I believe is recognized, but it surely should be) and Orianna is a utility mage (shield/movespeed/slow/knockback/vision). Neither of these fit the normal category of a burst mage.
When I am talking about burst mages I mean mages like Viktor, Brand, Annie, and Veigar. Its not that they lack damage, but that they lack the other things provided by waveclear/utility mages that prevents them from being viable and this meta encourages the types of mages that are most viable. ADCs want a drawn out game and to benefit from as much team protection as possible.
That prevents burst mages from being viable because they simply cannot provide what ADC centric comps want within the meta. Without the safe, consistent waveclear to drag out games or the high amounts of reliable team utility (most of which is to benefit the ADC or the tanks defending the ADC) burst mages fall by the wayside. This is double enforced because while burst mages are the second high consistent DPS within the game, why would you choose that when you can have an ADC which will always do more? Simply by existing as the dominant class and therefore controlling the meta, burst mages are invalidated.
- Damage Focused Top Lane Bruisers This one is less easy to contest as there are no real counter arguments.
First off, to clarify, I do not mean bruisers like Irelia. Irelia can build just Trinity Force for damage and be perfectly content. I am talking about bruisers that want to achieve a roughly 50/50 split between damage and tank items. Bruisers that want to dish out as much as they can take and not just be slightly higher damage tanks. Bruisers like top lane Jarvan IV, Lee Sin, and Rumble.
Simply put, by not being as effective in a full tank build with these types of champions, they are less effective in a meta that is devoted to protecting one or two carries. Why would I ever pick a top lane J4 when I can have Maokai or Mundo to act as either physical walls for my carries or massive CC machines that are impossibly hard to kill due some of the strongest defensive ultimates in the game?
The focus on ADCs within this meta completely removes damage focused top lane bruisers from consideration because they are not as effective at protecting the only person on the team that matters for sustained damage because they can't afford to build like an ADC due to their constrained ranges.
- Short Range ADCs This one might seem counter-intuitive with Lucian and Corki both being viable, but they are viable for very specific reasons. Lucian because he is very, VERY mobile and has decent range on his abilities. Corki is viable because he has very high range on his ultimate, doing a lot to negate his lower AA range due to how quickly and frequently his ultimate can be used.
I am speaking more about ADCs like Sivir, Vayne, Quinn, and Graves. They are invalidated because, quite honestly, what does kit matter if when AAs deal more damage? The only parts of a kit that really matter are parts that either augment range, are a steroid, or provide mobility. And then, those aspects only matter in so much as you can compete with the carries that have the longest AA range (Kog/Trist).
By simple virtue of how strong AAs are on champions like Kog'maw and Tristana, the differences in kits between ADCs matter far less, with differences in attack range mattering far, far more. This disparity invalidates Short Range ADCs just as much as it invalidates any other role.
- Melee ADCs The only exception is Yasuo because he can also function as a high mobility burst assassin, which is obviously viable in a meta dominated by 1 or 2 carry teams.
Fiora, Master Yi, Aatrox, Tryndamere, and Gangplank all come to mind for this. Even with mechanics that hypothetically allow them to build lower defenses and higher damage, these champions cannot function within their intended roles because they would be dead before the fight really started if they tried to.
Simply put, why would you want to build like an ADC and attack from anything less than 600 range when that is an option?
Once again, the mechanics built into their kits don't matter because of the focus given to making the longest ranged ADCs more powerful. Their ability to survive is negated by the need to close the gap to the enemy carries to kill them and the inherent difficulties of doing that with AD itemization as it currently stands.
Conclusion: I'm not saying I know how to fix it. I am saying that it is obvious that the meta we are in right now creates a situation where entire classes of champions are invalidated. I think this has just as much to do with the items available to ADCs as it does the range of the ADCs that are most dominant. I don't care that some parts of the game are relatively boring. I don't even really care that the game gets dragged out so that ADCs can get more of their itemization. I do care that entire classes of champions are invalidated because of a need to build specific kinds of comps around either quickly killing ADCs or protecting them at all costs.