Riot, why not just add ranged only items?

Dönald J Trump·1/22/2019, 4:31:09 PM·2 votes·1,310 views

The common theme when it comes to balance changes is to look at champions who over-perform or under-perform across the various leagues and identify if it's a scaling issue related to the specific champion, or if it's an item or keystone issue that has too much synergy to be reasonably played around. Which seems logical from a top down perspective to be the right way to go around balance changes.

But with that said, you've admitted to item and keystone changes having wide reaching consequences across a myriad of champions that makes balance changes impossible in a vacuum, as adding X to this item would make it a must buy on Y champion, making them too strong, or N change making an entire group of items useless on M champion, making said champion useless.

We've also reached a situation where ranged ADs, by and large, whether statistically accurate or not, _feel _ completely useless in game. The insane amount of damage creep, mobility, and the itemization changes to push their powerspike later into the game have left AD mains in a rough spot where either the game is over before they "come on" or they are abused all game to a point where they never come on, because the three item powerspike is the equivalent to the two item powerspike of most other, in favor, champions.

It's also placed us in a situation where ranged ADs in the bottom lane, lacking in its pre-three-item damage of past seasons, rely on mage or high damage supports to make up for the deficit, throwing enchanter and tank supports out of the meta, outside of a few high-cc champions that can abuse the lack of mobility in most AD's kits. This isn't the case everywhere, as many professional games still use tank supports, but their games, on average, tend to go long enough for their AD to become useful, and their coordination as a team lends itself well to their compositions, as well as the normal professional player being very, very good at dodging.

So with all the above stated, why not just create ranged only items?

Certainly, it would be extra work. But it would provide an easy avenue for tuning specific items that only affect a specific group of champions. Gone would be the necessity of making sure changing a certain item wouldn't make Master Yi an unstoppable god, and thematically, we would stop buying swords to make our bows and guns stronger. You could also finally do away with the confusing subtexts on items as % decreased for ranged champions, or unique melee only modifiers.

It would also give players more itemization options to play around the issues they face in their current game. Ranged ADs wouldn't have to make a decision between two items that have unique passives that don't affect them, or as well as they'd like, but still have to pay the gold for the mechanic. Take for instance Duskblade, a good item for ranged ADs building lethality, (certain Jhin, MF, and Lucian builds), pay a premium for a mechanic they can't even use. Frozen mallet, Guinsoos, Phage, DMP, Knight's Vow (a support item), and Wit's End, all have a ranged penalty. This is at least a realization and admission that these items affect different classes of champions differently, so why go through the extra steps and coding when the valuation for these items is created for the full item effect regardless of who purchases them?

Riot, you should take this opportunity to do away with the complication and balance issues surrounding these items and create more items like Runaan's Hurricane which effect only the class of champions you're trying to adjust. Not only would this make your lives easier in the long run as you would be able to fine tune the specific items affecting specific champions without being required to take into consideration the wide reaching consequences of other champions, it would give a struggling class of champions the opportunity to itemize the way they want and need depending on specific matchups, it would also be a thematic change, where not as important, Jhin wouldn't have to buy a sword to make his bullets do more damage.

Obviously this would be a large undertaking, but if the goal is to create a balanced game that is as fun to play as it is fun to watch, I think it's something you should at least consider.

For fun, I've included a poll. Given my thoughts, and any thoughts you readers may have, would it be a good idea, for the longevity and ease of balance moving forward, knowing the growing pains therein, to have a set of ranged only items?

7 Comments

usul12021/22/2019, 5:11:55 PM1 votes

What kind of items do you think they should add as ranged only? I think item 3085 was a healthy addition with that modifier, but can't think of much else beyond wave clear options that would need it.

woodvsmurph1/23/2019, 12:35:57 AM1 votes

I think adc's need smoother scaling. Which means crit items need to feel powerful without needing 3 complete crit items before they have any real effect. However, I also think adc's have too much power late game compared to other champs and need some of that power shaved off in return for a smoother more powerful mid game. Think about how ashe doesn't increase crit chance, but rather the amount of damage each crit does. If that were done with crit items in general, it would leave adc's with a smoother power curve AND better help adc's who don't want to go the full crit route but still buy a crit item Kalista item 3085 .

The second point I'd like to make is that people have gotten a really skewed view of what the adc is supposed to be. In the past, the adc was a squishy but consistent source of dps. Losing one meant you were hurting a lot, but not necessarily unable to still win the teamfight. The adc was free to itemize somewhat defensively and, because damage wasn't absurd and defensive items actually made tanks and bruisers tankier rather than feel like expensive tissue paper, burst to take down adc's was lower and the two factors combined meant they wouldn't get 1-shot to open very many mid game fights. Sure they could get focused and taken out early on... but at a cost. While on the flip side... focusing down the enemy frontline or burst mage or assassin first didn't mean the adc would kill you in 6 aa's or less like they do today.

The adc's role back then wasn't necessarily to provide the insane dps that would melt every enemy one at a time in 4-6 aa's apiece. It was often to play cleanup. Oh, my midlaner has nuked the enemy tank very low? Let me just use my dps and range to finish them off. My bruiser and jungler have softened up their midlaner or locked down the enemy adc for me? Let me finish them off. Not from 98% hp to 0%hp... but maybe from 40% to 0%. Because other roles had meaningful damage either burst or dps or both too. Adc's shouldn't and were never intended to kill 4 out of 5 enemies in a teamfight all by themselves. But that's exactly what people seem to expect them to do today. Tanks and tanky bruisers were meant to disrupt enemy engages or dive enemy backlines and create havoc. They were meant not to 1-shot a squishy, but to be a force that deals meaningful damage or provides meaningful cc and peeling while tanking a lot of damage. But with stuff like ardent censer meta, people have lost track of adc's purpose. They expect them to kill anything in sight in 4-6 aa's and more or less solo kill 4 out of 5 enemies in a teamfight by themselves while team just acts as meatshields, peeling, or chasing enemies to lock them down for adc.

Is it any surprise then that these tanky bruisers have switched to now itemize in attempt to 1-shot adc's? I mean if they're only going to have 1 chance to get on top of the adc, then they need to make it count. If they're just as squishy with item 3143 as they are with item 3053 ... then why not get extra damage to help you delete the adc? As much as adc's can complain about mid game... bruisers and tanks can complain about adc's in late game. The only reason you don't see much of that is because it rarely reaches that point, but the problem still exists. Everything adc's can complain about mid game and their lack of agency or damage... tanks and bruisers can say the same about their late game in regards to adc's. I just get blown up no matter what I build. I do no meaningful damage. Etc. And fighting to "make crit great again" the way most people these days think about it... that just adds more fuel to this arms race. Rather than look at Riot and go... adc's should be able to kill 4 out of 5 enemies in midgame teamfights too, please fix crit; we should be fixing crit so that adc's can serve the purpose they were intended to fulfill. So that we can also enable other champions to fulfill their intended role. Where maokai is tankier than irelia. Where renekton doesn't jump on an adc and 1-shot them mid game... but also doesn't die from 4 aa's from an adc mid or late game. Adc's aren't supposed to be THE (sole exclusive) carry. They are supposed to be A carry.

But until all sides involved in the discussion/debate/argument realize this, and until Riot realizes this, we will be stuck in the perpetual arms race cycle. Adc's broken, adc's unplayable, toplane can only play tanks, tanks are unplayable. Adc's are broken... I'd like to end the cycle. But that takes people waking up and realizing... maybe their role isn't supposed to be so op that it kills 4 out of 5 people every teamfight or else "it's unplayable". Maybe that's not what it's intended to do and it should be fixed in a way that enables adjustments to other roles that let them get back to their intended roles too.