My wish for crit ADCs

Spankyhams·2/24/2018, 4:37:06 AM·1 votes·149 views

I don't want them to be gutted but they do need a massive amount of work to be healthy for the game

Now I don't play ranked and I am also not very good, so take my opinion with a grain of salt but these "Hyper Carries" don't really get much stronger past the mid game where they spike super hard with 3 items. I am looking at you (Twitch Tristana Vayne) This is a result of many factors but when they get their core 3 which for a large amount of crit ADCs is (item 3094 item 3087 item 3031) they become absolute monsters . This is mostly due to how they build off of each other with the rune they typically take(Fleet footwork) which stack on top of each other.

  • item 3087 and item 3094 stack off of each other. I think that this is fine. what isn't how much damage item 3087 is contributing to damage to champions when paired with item 3094and the range it gives you.

  • Fleet footwork and item 3094 have way to much synergy as a whole. I imagined they wanted fleet footwork to the situational pick vs teams where there were extended team fights and you needed to kite but with how much power that item 3094 gives this rune it makes it a must pick for almost every ADC for its base stats and power to an extent this is also why item 3087 becomes very good with item 3094 is because of its passive

  • Crit is fine, what isnt is how much damage one crit item could do. Lets take item 3031 by itself on a level 8 Tristana

    • Tristana has a base AD at level 8 of 78.9 item 3031 gives 70 AD totaling for 148.9 AD if she crits it hits for 250%(148.9)=372.25 this is with one item at level 8 for perspective Tristana at level 8 has 1016 HP and 48 armor so she reduces physical damage taken by 32%~ so she gets hit for about 253 damage on a crit~ which is almost a quarter of her health. She has 1 item. THIS IS NOT OKAY if it was an ability fine but this is a 600 range AA that chunked you for quarter of your health at like 15 mins. This also doesn't take into account her bonus AD scaleings on E and W when she all-ins
  • Now my main issue with ADCs is how they itemize. Their build path till the mid game is so stagnate and never changing. The main issue I have with it is how much of a power spike those 3 items are. No item past those initial 3 maybe except for their life steal or item 3139 brings that much power to them. I know that hyper carries are supposed to item reliant but I don't expect them to spike in power that much at 3 items. I could see 4 or even 5 item(Not counting boots) spikes being healthy but not 3 item early-mid game spikes that give them all of their power. Very few times do I see an ADC that doesn't go Zeal IE Zeal because of how much damage it gives them. They also can't get punished for not making a diverse build because of how safe as a class they are in and out of lane with the amount of sustain they get with fleet footwork. We saw something similar with warlords last season.

  • One of the first thoughts that come to my head is to

  1. Nerf fleet footwork/Buff lethal tempo This would make those keystones more situational like say the longer you AA with lethal tempo the faster you attack
  2. You could spread out the stats for all the items on ADCs like Zeal gives less crit but gives a small amount of AD. IE gives more crit but less AD the amount of ad wouldn't be equal to what it is now so the rest would be moved to the situational items like Armor pen or Life steal which could break the game in other areas.
  3. You could flat out just nerf the amount of AD on ADC items make them pick up riskier items in lieu of safe items Sorry if towards then end this felt rushed at the end this would be the first thread that I make sooooo.... give me feed back!

TL;DR: ADCs spike to fast and have to much inbuilt synergy

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