Bottom Lane Needs to be Looked at
Regardless of if you think they are OP or not,
and
are either played a lot. This isn't several % above other champions, this is, according to champion.gg, roughly 13% above the next highest played champion (http://champion.gg/statistics/#?sortBy=general.playPercent&order=descend). Even if they are fun or rewarding to play and master, why are they so fucking high, with decent win rates to top it off? Thresh has been fairly popular since his release, and Vayne always circles back into having an annoyingly high pick rate. Again, this isn't about if they are OP or not, because bot lane, even without these two champions, has always been stagnant unless the meta swings.
I don't know the answer to my question, but I'd love to know what everyone thinks and, if Riot doesn't mind, a red thinks. So I'm going to ask some questions, and I'll respond to people overtime. This is meant to be a legit discussion, not a "Nerf X cause fuck 'em".
- Why does both ADC/Support seem to run on a trinity of champions each?
- What can be done to alleviate these problems that isn't directly nerfing champions X, Y, or Z? Can you even break the trinity of each role up?
- Is there a reason why certain champions can't work to the same performance has the top three in each role?
- Are there champions that could, with some love, change the lane?
- Is the lane determined by champions selected in every other role? A specific role?
Again, this is meant to be a discussion, please downvote anyone posting anything that is pretty much "NERF VAYNE CAUSE I'M MAD" and nothing else, and don't respond to them.
I'll start by answering a question of mine and give some people a starting point. I think support champions that have utility scaling off of AP (Like Sonas or Lulus movement speed scaling) need to have that removed. Utility scaling, to me, is a bad idea. If the scaling is set too high, the champion will go to other lanes where they can get more gold, faster, without the need to purchase Sightstone and wards to take advantage of these ratios and cause unhealthy play, and often see nerfs because of it. If the ratios are too low, the amount you get from building AP doesn't feel rewarding enough, and you're more likely to go and build more utility/tankish items like Locket and Mikaels. The AP ratios should be removed, and the appropriate levels of utility should be given to them by default.
I also believe that the starting gold item
is too strong. I think that the sustain given to the ADC from the item is too much. It gives tanks the ability to heal the ADC, something that most (if not all ADCs) are able to do simply by doing something they are already doing (CSing), and reduces the effectiveness of poke based champions. The tank should still be able to heal themselves, in my opinion, but not the ADC. It's only 40 health a minute (or 80 to both), but 40 health at level one is a decent heal for a champion that is, most likely, loaded with CC and/or the ability to prevent damage to their lane partner. I'd hope that with a change like this, it would crack the door for poke supports to return back to lane without removing power from tanks directly.