Support items added a ton of variety and balancing options, why not the same for the farming carry?
Think about it - the only time we've seen real variety in the farming bot laners (hence forth simply refereed to as carries) is when relic shield was OP for melee farmers in a duo lane.
Sure, Kindred is one direction to take towards making more options bot lane, but Morde's W has shown us the things we'd need to see in items to see farming in a duo lane appeal to a wide audience - No, I don't mean overpowered, I mean something that SCREAMS pick me for fun times bot lane. Passives or actives that brings appeal only to duo carries, with a focus on early game. I don't even think that unconventional bots are in a bad spot right now in terms of power, but they have NO visibility.
We need an item class that has caters to various duo carries. This would show people that there are more options bot lane, while simultaneously allowing for tuning the functionality bot lane of large chunks of the champion pool at the same time.
This could be addressed, all while maintaining the strong gold-oriented playstyle and strengths of marksmen bot lane, with three mutually exclusive items that upgrade then enchant into two shared tiers
** The Three Items**
- One for AD champs
- One for AP champs
- One for tanky and/or sustain champs
Seriously, what did you expect for t1? These are a Doran's focused for duo lanes, weakened because they build up. They should all cost 435 gold in keeping with the trend - 365 for low income support start, 400 gold for the medium income jungle start, and 435 for the high income ADC start. They should have some passive, perhaps one they all share, that requires some interaction with your partner to keep things interesting, and to keep it weak outside of duo's. Allows balancing of AD, AP, and durability based kits.
** Tier 2 upgrades - upgrades the stats along with either**
- One that grants bonus gold for CS'ing in a duo lane
- One that reduces the penalty for sharing XP on your CS (Morde's W)
This upgrade should cost anywhere from 800 to 1250 gold - it needs to be a realistic purchase on your first back for the. Marksmen are pigeonholed bot largely because they are the class that benefits most from the slightly increased gold bot (they don't need to buy wards or pots usually), while being harmed the least by far from the reduced experience gain. The increased gold enchantment lets gold driven champions (ADC's both ranged and melee) have a strong niche bot, while the XP enchantment lets the level driven champs (Nearly all Mages, most Bruisers, and many Assassins) traditionally forced out of bot (at least as carries) have a claim.
While many people hate Morde's W, the cost and tier of this removes the early game BS advantage that is the real subject of their ire. Both sides will hit 6 at roughly the same time; and at this point the power curve of champions reliant on damage from maxing TWO abilities is more reliant on XP, while the power curve of ADC's dependent on a single ability is most based on gold.
** Tier 3 upgrades - upgrades the stats as well as an active and/or passive**
- One around kitting/disengage, for Marksmen and Mages (Perhaps similar to mirage blade?)
- One around engaging/ aggression, for Fighters and Assassins (Perhaps similar to mark/dash?)
- One around sustained combat/counter engage, for Tanks and Juggernauts (I imagine almost a mini Morge ult?)
I'm thinking this upgrade should put the total item around 3000 gold, roughly around as much as a standard item slot. It should be pretty mediocre stat wise, but have an iconic active. I'm sure we can think of much more awesome actives than me quick suggestions; I'd really like to see them revolve around duo play. I think the polar opposites of Disengage and the Engage enchantments should allow for some cool, quick reaction time play and counter play with each other, while the counter engage would be more Rock, Paper, Scissors and/or team based?
AP vs AD vs Durability. GP vs XP. Disengage vs Engage vc Counter Engage. What have I missed? Only the most important aspect of current carries - Range. Why would you pick a Melee champion bot lane, while Range offers such better siege and safety? Always remember Relic shield. What made it so good on melee carries? The sustain? No! Its simple - a carry who gets it feeds their support as well. That is what make it so awesome, and that is what we should go for. The solution is as elegant as it is simple; that Tier 2 bonus XP or GP? If the champion is melee, the bonus would be granted to the carry's duo as well!
We have suffered 50 Shades of Bot Lane too long! Come my brothers! A Spartan, a Shield, and a Spear can unite with the Fresh Price of Demacia once again and claim the sweaty pit that is bot lane! Why should you pick a melee carry?Because SUPPORTS are AWESOME!
Even when ADC's are a class feel really unfun and boring (Right now, for the most part), so as long as they are a necessity bot lane for a functional team they are overpowered; No other class is irreplaceable or essential, let alone guaranteed at a certain spot.
Right now, ADC's serve three irreplaceable purposes - to force enemies to build armor, as HP alone is not enough to tank ADC's but is usually enough against bruisers and AD assassins, to take defended towers, and to scale well with less reduced XP. None of these are particularly satisfying elements of play for an ADC, but so as long as no one else can do it, this ends up being their primary point of balance.
If these were no longer an essential parts of a functional team regardless of strategy, ADC's could have real differences in play style and itemization, rather than building and playing for more or less identical tower-taking and tank-busting roles.
I addressed one possible solution to the XP issue, and I'd love anything that makes people even consider taking things outside of marksmen as bot lane carries.
Ohm Wrecker could became a real item for sieging towers, and we could use more effective physical DPS options for assassins and bruisers, a niche I'm very excited is now available to juggernauts.
As far as Ohm Wrecker goes, I think it needs to be oriented towards mid to late game 5 man tower dives. It shouldn't be "that item that junglers rush to dive towers early game" but an item for late game 5 man dives for towers defended by ranged wave clear.
Please comment, lets try to get a discussion going on everything bot lane, from ADC's to the Ohm Wrecker!
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