I think an interesting concept to explore is make ranged champion's aa damage based off distance

Carnerox·12/24/2016, 10:35:18 PM·36 votes·2,207 views

So that they deal less damage the closer you are to them, slightly more if further away, with ad amounts adjusted accordingly.

This could help make it so that assassins don't get instabursted by the ADC's crit in the 3 seconds it takes for them to land their burst. ADC's shouldn't be able to operate as effectively with someone up in their comfort zone.

Edit:

This could also help fix the balance monstrosity that is Caitlyn.

By adjusting her damage so that she deals more via poke, we can actually reduce the damage she deals late game by a little and mid game by more but make her early game that much better when she properly pokes shorter ranged carries. This could also work in the favor of helping get late game carries like Vayne and Twitch in line because suddenly their early game is much more exploitable.

This would also help when she has someone like Janna peeling her because she can't just hyper lifesteal when they gap close in addition to all the shields and damage reduction granted to her.

55 Comments

IcyPepper12/24/2016, 11:19:54 PM14 votes

I take it Graves would be an exception?

Spicy Rice12/25/2016, 2:58:56 AM8 votes

I pitched this idea years back but in reverse.

Make it so that at max range, adc's do less damage, and at short range, they do increased damage.

That way, melees aren't punished as hard for being so far away, and ranked have a chance to win once melees get up and personal

EDIT: I forgot one crucial detail. This would only apply to champs, meaning they still shred turrets, minions, monsters, etc

Blakiepug12/25/2016, 3:34:28 AM3 votes

I was on board... until I saw the Caitlyn stuff. She is not a "balance mostrosity," save this idea for a new champion, Caitlyn is one of the most balanced ADCs in game.

JackMcSnipeyz12/25/2016, 2:24:23 PM2 votes

Would be cool for a unique adc, but doing it for all ranged champs will just gut them

Ahristocats12/24/2016, 11:19:44 PM2 votes

never saw this idea before, +1 but then you have to choose the good numbers

AkabaneKun12/25/2016, 6:03:49 AM1 votes

Imagine reddit if this shit happened ayy lmao.

EROTIC RAID BOSS12/25/2016, 2:15:21 PM1 votes

I don't think they'd want to do this because of how bad last hitting would feel. and also, doing this for every ranged champ? really terrible idea.

PokladnicaZla12/25/2016, 2:37:45 PM1 votes

So,why would happen if somelne tp's away or recalls to base?Would the AA oneshoot?

Maligaro Spike12/25/2016, 5:19:20 PM1 votes

i think that's a cool concept but it would be hard to quantify in game, it will end in situations like "oh my auto deals less damage but i don't know how less", also it could potentially make ADC even more reliant on peel since with decent peel they are even stronger and without it even weaker

Cowseed12/25/2016, 6:05:24 PM1 votes

From a halo perspective sniper types like Cait should deal more damage the further they are away while shotgun types like Graves should splatter you on the map if they are close. No. This is just gonna make adcs stronger than they already are.

Best Kog NA12/24/2016, 10:49:32 PM1 votes

But would it scale to say, 125% damage if they were at max range? And what would you do to compare champs like KogMaw , really long range, to Urgot , shorter range. Would it be based off of their max range or would it be a flat, constant distance?

Tukan Tonko12/26/2016, 7:16:24 PM1 votes

This would work somehow, but I think this should be done on one champion instead, his kit would be really interesting then, maybe something like Jinx? Changing his range or something like that.

TimerClock12/25/2016, 1:25:42 AM1 votes

Interesting idea, but it won't happen for a simple reason : the already super strong scaling of adc's late game. Imagine you get shot from max range by a max built Jhin with his 4th shot? He already does 1400 damage with his current build. Let's say max range gives you 125% damage: 1400 x 1.25 = 1750. That would be insane late game and assassins would just be useless at that stage.

Sire Hippington12/25/2016, 2:29:29 AM1 votes

Certainly an idea thaqt's worth exploring, though it might cause clearity issues and might be hard to tune properly.

Another idea to balance ranged AAs would be makeing them work like luls passive: the projectiles are homeing, but stop at the first target they hit, so you can take cover behind your minions/tower/tanks, forceing adc to either melt through your frontline first or they have to position them selfs more risky if they want to reach the backline. Minions blocking AAs would already help melees quite a bit for melee vs ranged in lane, and a caitline no longer 2 hitting that mage over the heads of his frontline might also help.

Only Play Darius12/25/2016, 3:49:27 AM1 votes

They could make a champion that uses gyrojets to explain why less damage is done the closer you are to them. Neat concept.

Matake12/25/2016, 3:53:36 AM1 votes

As long as we make melee champions only able to scale off one AD item. Two if the champion dual-wields.