My crackpot theory as to why ADCs have always been mandatory.

Marshbouy··3 votes·309 views

In order to have balance you need at least one constant to base other things off of. I think that riot is attempting to have ADCs be the constant and base others off of them. E.G. Tanks peel/engage for ADCs Supports peel/heal for ADCs Assassins are supposed to target ADCs and mages Mages are supposed to burst other mages and ADCs Juggernauts kill ADCs, kill people who protect ADCs, and disrupt teams etc.

These are extremely simplistic examples but I think you get what I mean. My guess is that riot is trying to make ADCs a constant and base other champion classes off of ADCs in an attempt to keep those other champion classes balanced.

This is just a crackpot theory. I'm not saying it works or doesn't work. I'm not saying it's a good idea or a bad idea. If you want to add more evidence to this theory to disprove it, go ahead, but please, don't yell at me for being an ADC main. I'm not.

11 Comments

ChargeItDownMid3 votes

[deleted]

Marshbouy1 votes

But that doesn't answer the question of "why does riot make them more powerful"

Ahris2 votes

Disgusting if Riot is balancing the game around adc. Adc is only so mandatory because they are easy dps. If there was only mages, half the time mages will use their auto attacks for tiny damage, adc's make teamfights perhaps more active.

Adc's damage shouldn't be stronger than Apc. Adc's damage is targetted damage and that alone has to make the role the weakest from the rest.

Teridax682 votes

The axiom upon which this reasoning is based ("everything needs to be designed/balanced around a constant") doesn't really hold up when you look at other MOBAs, which don't require a character or class of characters to be mandatory in order to do their balance. Furthermore, marksmen aren't really much more constant than other champions, as in spite of their reliability and presence in the game, they're still subject to many changes in their balance and itemization.

I also feel the above reasoning mostly tries to argue the premise from the conclusion, by inferring intended rules from the current state of the game (e.g. "tanks peel for ADCs"/"Juggernauts kill ADCs" and all that). Really, tanks should be peeling for their squishy teammates, and engaging for the team's damage-dealers, supports should be assisting their team as a whole, and juggernauts shouldn't have their worth determined by their ability to make a beeline for the ADC, yet the reason why that isn't the case is because the meta has become increasingly distorted around the marksman over time (and the marksman specifically, as ADC also implies melee carries like Yasuo or Master Yi, who are completely out of this picture).

This was mentioned a long time ago in a design discussion, but class relationships at their baseline are cyclical, not centered around a particular class: marksmen are strong against fighters and tanks, fighters are strong against tanks and assassins, tanks are strong against assassins and mages, assassins are strong against mages and marksmen, mages are strong against marksmen and fighters, and supports are strong with allies and weak alone. Effectively, you could easily center the meta around fighters by significantly buffing them and giving them generous stats on items, as was the case in Season 2, or even around supports, whose unique dynamic and priority target status in most games would allow them to have balance centered around them without negatively affecting other classes (plus they're also just as mandatory to the game as marksmen right now). Marksmen may be very consistent in how they function, but that in itself is not a good thing in a design environment where champions are frequently given entire reworks for being too reliable.

My hypothesis on the mandatory status of marksmen is that the class initially fit rather well in a positional meta that had formed around Dragon control, and then Riot balanced the class around being the game's designated carry, due to carrying over Dota's focus on autoattack damage scaling, leading to them becoming mandatory as long as matches had a late game. When Preseason 6 hit and shortened game durations, marksmen also had their early game buffed and their scaling accelerated via cost reductions and stat buffs to their items, leading to them becoming not only mandatory, but also dominant. Alongside this, changes to itemization and design at large, particularly related to supports, further centered the game's design space around marksmen, with non-marksman champions essentially being balanced or even designed around their ability to affect the marksman. It's a situation that can be amended, but that is difficult to realize when you're immersed in a space that feels like the game cannot function without marksmen, simply because they've been a constant for so long.

BALDG1VEN BOOMER1 votes

My crackpot theory is that they were always needed because of their consistent damage output versus other classes that play around cool downs.

But maybe I'm just a simple man.

WoonStruck2 votes

Meanwhile plenty of skirmishers were considered hard carries in the past, back before ADCs were made so overloaded.

Now they're mid-game champs, since ADCs are so insane mid-late.

In fact, ADCs are so over-tuned now that Vayne isn't even truly a late game carry anymore. She's not significantly weaker early, and she's not significantly stronger late anymore.

WoonStruck1 votes

Riot is only making ADCs a constant factor because they don't know how to make carries that aren't blatantly overpowered, so instead they just make a specific set of items the carry.

Khristophoros1 votes

It's the players who choose to continue playing ADCs and building strategies around them. Riot could nerf them all across the board and players would still do it.

Lańce1 votes

Its so games dont last 50+ minutes regulary its why tanks are good midgame but there items fall off late game. no stalling and why adcs are long range good late game.

Meep Man1 votes

The reason ADCs are always meta is because what they bring to the table is far too valuable to pass up. They bring:

  • Limitless damage
  • Great Objective control
  • Late Game scaling All of which are incredibly important in League of Legends. If ADCs were not in the game, games would last far, far longer and Bruisers would likely dominate the game.

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