Atmas and why the ADC rework is basically Atmogs
So, for those who dont know, atmas was an item that was removed in patch 4.21, the reasoning was because the item synergized too well with building tanky since it gave you armor, crit, and had a passive that gave AD for building HP. It made bruisers really strong because the typical choice with bruisers of what they were going to build next [tanky, or damage] was negated by this item, by building tanky you got more AD. There was very little if not any punishment for buying this item, unless you were facing a full AP team...
So why is it that this item was removed because of its synergy, yet we get ADC who not only have it a billion times easier to get CDR, but also get increased crit chance on top of a mound of buffs? Was the lesson not learned from before?
TO STATE IT EXPLICITLY: I'M NOT SAYING THE INCREASE IN DIVERSITY WAS BAD. ADC absolutely needed a variety of methods to build instead of the typical 2 builds of either IE, BT, SS or Botrk. This update definitely brought a needed diversity to that role.
Choices surrounding other classes were rather appropriate, the gold increase/decreases to many other classes were well placed, but its success gets lost under the amazing amount of buffs the ADC have received, and makes them look bad.
My problem and what many people are trying to put out there is the fact that there is little trade off with getting ADC items now. You can get 100% crit chance and 40%CDR in just 4 items that give you a really good share of AD and AS, and then they can build into the LDR >.>, and if your ADC doesnt need CDR then the choice for lifesteal is really good, and mix that in with the amount of damage mitigation you can get, PD might as well be a changed version of Atmas... (dont forget supports can also supplement crit chance for ADC too)
Basically what I am trying to say is, with mages you had the trade off of "Do i build mana regen + some AP, or do I build Fatman nuke", with bruisers we have "Can i build more AD? or do I need to be tankier? If I am building tanky do I need to be going more MR or Armor or is it better to just get more HP?", the other roles need to make these decisions, but when we have ADC items like LDR that basically ruin that choice for bruisers*, or just straight up outclass mages in choices without sacrifices (unless you count choosing between more crit or lifeteal as a real hard choice). Of course you are going to find people complaining, because it is just poor balancing.
I get its the preseason and that it is a time of experimenting. There is, however, a difference between experimenting and throwing a brick of pure sodium in a lake.
My suggestion is to lower all crit chance on all items. You should have to sacrifice your build if you want 60+% crit or if you want 25%+ life steal. This however is my own opinion and should not effect my above statement.
TL:DR change was good, the lack of buyers remorse for ADC was bad. Change it!
, league of
, league of
. Or FOTM champions.
and
. The passives cumulate, so you can go for an insane burst build, while still having really relevant DPS. It also has to do with the increased crit on Statikk and the high crit as well on Rapidfire. 30% imo is a mistake, making the items a bit too good. 25% would be fine and slightly discourage players to stack crit.
, I've seen a lot of it, and that's pretty much the thing that differentiates ADC itemization of this season from last season.
40% cdr.
I'm extremely disappointed by the fact they wanted to make this absolutely a crit item, for marksmen. It could as well be an AD caster item if they gave some more appropriate stats such as flat arpen, cdr, more AD. But let's pass on.
This item is a bit bullshit. However, it's not good on every adc. Some benefit of it much more than others. Good example being
.
is a very good design item imo. It and its upgrades are slightly weaker on the arpen than previous LW except on insane cases of over 600 armor approximately, but mostly, it's an item where you clearly have buyer's remorse. This item gives pretty much NOTHING against squishy targets. Old last whisper was still a considerable damage increase against squishy targets just because of natural base armor growth.
is fine, good design, % damage increase is much more healthy than % of enemy's health, also it's capped. Good design too. The only problem one might have is that it caps very fast, like, you have one HP item, you're already at the max %damage increase against you.
... Terrible. But everyone knows it. 5 seconds grievous wounds for one autoattack? Nah... It needs to have more of a window of opportunity, counterplay, because right now it guarantees grievous wounds. Riot even had to rebalance grievous wounds because of that item, 40% instead of 50 decrease of heals, and doesnt work if the heal comes from other sources... indirectly putting soraka in a huge position of power.
was buffed a lot during the preseason, but it somehow got unnoticed. Do I want
or
or
(I'm actually surprised at Death's Dance winrate, considering it has pretty meh lifesteal (12%), stats (65 AD,10% cdr, very underwhelming for an ADC with crit builds), and the damage reduction is quite low, and you still take the damage overtime).
For the crit choices, I see very little
. On Vayne mostly, if you want to put a splitpush pressure.
Overall, I think there's more buyer's remorse than last season. The only things you would wonder about last season were