ADCs are getting nerfed in 8.6

Elohaven··6 votes·1,503 views

More indirect nerfs but still nerfs

31 Comments

ProfDrDeath11 votes

Yeah, nerfing Shiv's waveclear is definitely a good start.

However, there still needs to be a bit more:

  1. ADC itemization needs to become a little bit more expensive (+300 on Zeal Upgrades, + 300 on IE and ER)
  2. ADC damage patterns could stand to become a little less damaging against squishies. For instance, swap IE's crit damage increase with a a partial damage->true damage conversion on crit, similar to what the new Conqueror rune wants to do.
  3. ADC itemization could get a few intermediate items that allow for smoother progression into the big guns to go with the cost increases. A reason Riot made ADC items cheaper last season in the first place is because their spike came too late - and if they go access to a smaller spike earlier, the bigger spike could be delayed more. For instance, retool item 1018 to build out of item 1038 + item 1051 to build into item 3508 and item 3031 , and make a item 1037 + item 1053 item to smoothen out paths for item 3072 , item 3812 and item 3074 .
Elohaven6 votes

Here are my views:

IE and ER nerfs are not needed. Their cost efficiency isn't the issue. Increasing IE/ER by 300 gold on top of zeal upgrades is too much. It will significantly delay spikes and make ADCs effectively useless for majority of the game.

Riot is looking at ADCs having their damage be less against squishies and better at melting tanks.

Death's Dance does not need a smoothened out path but Bloodthirster does.

Heal nerfs and ignite buffs also counter ADCs.

Riot is looking in into anti-shield/heal changes as well.

makkii3 votes

{quoted}

Here are my views:

IE and ER nerfs are not needed. Their cost efficiency isn't the issue. Increasing IE/ER by 300 gold on top of zeal upgrades is too much. It will significantly delay spikes and make ADCs effectively useless for majority of the game.

Riot is looking at ADCs having their damage be less against squishies and better at melting tanks.

Death's Dance does not need a smoothened out path but Bloodthirster does.

Heal nerfs and ignite buffs also counter ADCs.

Riot is looking in into anti-shield/heal changes as well.

Honestly I’m fine with adc’s keeping their lategame power, as long as it’s exactly that, lategame power.

If adc’s want to keep their scaling 100% in tact there needs to be a window of opportunity to counter it, but as it stands they become monsters by the time they are level 11

Adc’s shouldn’t be able to have their cake and eat it too, either prices need to go up significantly on all items or the scaling on said item interactions with the marksmen class needs to be brought in line.

Also I don’t buy for a second that the suggested price increases would make adc’s useless, one look at bruiser items can tell you that, as they are significantly more pricey, considering bruisers earn slightly less gold on average.

Elohaven2 votes

ADCs don't get a gold advantage over bruisers in the laning phase. They're meant to be teamfight oriented DPS machines. By level 11, you typically are going for teamfights or playing around objectives. Why should they not excel at their niche in those periods?

This is why Yasuo(was meant to be a melee adc) has a multi-target ultimate reliant on a knockup and Kai'Sa has her passive linked with ally CC.

makkii3 votes

{quoted}

ADCs don't get a gold advantage over bruisers in the laning phase. They're meant to be teamfight oriented DPS machines. By level 11, you typically are going for teamfights or playing around objectives. Why should they not excel at their niche in those periods?

This is why Yasuo(was meant to be a melee adc) has a multi-target ultimate reliant on a knockup and Kai'Sa has her passive linked with ally CC.

You act like teamfighting is the specific niche of adc’s exclusively, it’s not, also that’s irrelevant to my argument

My argument is that adc’s scale much better than other classes, there has to be a trade off at some point in the game, and if there isn’t then that scaling should be taken away and the class should be streamlined to match other classes in the lategame, it’s one or the other.

Taking objectives is how you actually go about the process of winning the game, if adc’s are just as strong as everybody else as soon as team based objective control and fighting starts, it doesnt really make sense balance wise that they are STRONGER then everyone in that regard in the later phases, because that means there’s no window for other roles to initiate a game winning condition like adc’s have with lategame, not only is that unfair, it reduces player agency and hyperenforces this focus on bot lane at all stages of the game aka ” botlane clown fiesta into rotating objectives.”

Elohaven1 votes

Mages should be AoE damage machines.

ADCs should be single-target DPS target agnostic shred machines.

Assassins should be slippery, bursty, but squishy enemies that are poor in coordinated teamfights and peel.

Divers should be tanky burst enemies with no escapes.

Mages and ADCs excel in the late-game unless the champion is designed to be an early/mid-game bully etc. Cass and Twitch are good examples of late-game champions reliant on simply getting to the late-game to be a win condition.

Taking objectives is how you actually go about the process of winning the game, if adc’s are just as strong as everybody else as soon as team based objective control and fighting starts, it doesnt really make sense balance wise that they are STRONGER then everyone in that regard in the later phases

There are ADCs who excel in the mid-game and early based on champion kits as well. TBH, this is a complex topic but what's going on is support creep combined with ease of gold. Last season, zeal items were reduced as ADCs didn't hit their spike fast enough and now they do but are getting too strong with said spikes which Riot is addressing with the shiv changes.

makkii3 votes

{quoted}

Mages should be AoE damage machines.

ADCs should be single-target DPS target agnostic shred machines.

Assassins should be slippery, bursty, but squishy enemies that are poor in coordinated teamfights and peel.

Divers should be tanky burst enemies with no escapes.

Mages and ADCs excel in the late-game unless the champion is designed to be an early/mid-game bully etc. Cass and Twitch are good examples of late-game champions reliant on simply getting to the late-game to be a win condition.

There are ADCs who excel in the mid-game and early based on champion kits as well. TBH, this is a complex topic but what's going on is support creep combined with ease of gold. Last season, zeal items were reduced as ADCs didn't hit their spike fast enough and now they do but are getting too strong with said spikes which Riot is addressing with the shiv changes.

yes, each role has a mechanical niche that they excel at that ensures they have a baseline of relevance throughout the game, that being said that doesnt negate the fact that each class has a time period at which they are more or less relevant in said game

traditionally, assasins are early, mages mid, bruisers and fighters are mid late and adc's are late.

yes there are champions in said roles that excel earlier or later than their counterparts, lets use your cass example, is she stronger lategame than say a lucian or jhin? yes, but it would be asurd to claim she is stronger lategame than a twitch or trist or vayne, the fact that champs like this exist is more to stagger those periods of power among each class.

that is to say, yes there are "lategame mages" in the sense that they are more lategame than other mages, but that doesnt mean they are meant to be as strong lategame as adc's generally

furthermore, what do all champs that deviate out of their time window have in common? there are tradeoffs, a lucian or jhin dont scale as well as a trist or twitch for a reason, because thats imbalanced, they trade some lategame power for more early game relevance, which reinforces my point, that adc's generally shouldnt be as powerful in the earlier stages of group play UNLESS their scaling is brought to heel

to be clear i want to reinforce my opinion that adc's can keep their lategame scaling, im fine with that, but if they do, they cannot be AS STRONG AS EVERYBODY ELSE EARLIER IN THE GAME because this is in fact a zero sum game.

if they wanna come online fast, their scaling needs to take a hit, if they want to scale, they need to come online slower, pick one, yall cant have the best of both.

Elohaven1 votes

traditionally, assasins are early, mages mid, bruisers and fighters are mid late and adc's are late.

Some ADCs, again, are early to mid. And depending on the champion you pick yourself, as team composition is a large factor, the powerspike an ADC gains may give them a higher and lower advantage against you. This is complicated in itself.

yes there are champions in said roles that excel earlier or later than their counterparts, lets use your cass example, is she stronger lategame than say a lucian or jhin? yes, but it would be asurd to claim she is stronger lategame than a twitch or trist or vayne, the fact that champs like this exist is more to stagger those periods of power among each class.

I would say she's stronger than Twitch. The difference is the amount of peel a cass may get. There are win conditions, and with seraph's she can sustain through Twitch's initial burst to shred him down. Tristana's late-game isn't as strong as Cassiopeia's at all. Cassiopeia's kit with a grounded CC effect, her E spam, Q, and poison make her much more deadlier than Tristana. I agree with Vayne.

I say Twitch and Cass are equal, Tristana is weaker, and Vayne is stronger. Kai'Sa also beats Vayne late game.

to be clear i want to reinforce my opinion that adc's can keep their lategame scaling, im fine with that, but if they do, they cannot be AS STRONG AS EVERYBODY ELSE EARLIER IN THE GAME because this is in fact a zero sum game.

And this is where we run into the conundrum. The reason why this is a difficult topic is because despite having a class meant to "shred tanks", you have many champions of said class excelling in the mid-game or early game in the lane which you don't face in another lane. Thus, this produces factors such as a gold difference you could not control etc. Maybe you were stopped from roaming or the enemy has more farm. Maybe they do well into your champion or counter it.

The issue, in my opinion, is that ADCs require power but due to their squishiness - nerfing them as a whole can eventually harm the class when pitted against mages, tanks, and assassins. My idea is that there simply more openings to punish ADC mistakes or moments of weakness which Riot is toying with with the heal nerf and ignite buff. They're also looking at support changes.

See, DPS from ADCs is actually not the issue. It is the fact they gain this DPS with randomized burst frequency which isn't conditional. Thus, we are seeing the shiv change.

ADCs are not coming online fast as data suggests games are slowly growing in length. At least, compared to 8.1 - cough Vayne cough - they're actually shifting more to their ideal scaling points. Games are wanted to be shorter so it may seem these openings are harder to take advantage of so we'll need to play with this more. (Riot did a survey preseason and players do ideally want shorter games. The boards is a minority)

It's only inevitable that after 3 items, ADCs come online and the rest of their item set is adaptive.

If League is truly a zero sum game, then everyone should scale at the same rate. But it's not.

What's going on here is the advantage of the marksmen class in general being ranged and having less costs than say Yasuo ADC or Cassiopeia APC. These are diverse picks that could be viable if Cass could gain mana sustain through the lane or Yasuo could gain an item to survive through the range advantage of ADCs. It's less of champions and more "why are ADCs so influential". That's due to them having access to a drake, tons of help of other lanes, and power creep.

In my opinion, ADCs should have their peel nerfed less than their scaling with tweaks to their burst frequency as a TL;DR or you'd get a very, bad meta shift where assassins are meta once again and can punish ADCs unconditionally.

makkii3 votes

{quoted}

Some ADCs, again, are early to mid. And depending on the champion you pick yourself, as team composition is a large factor, the powerspike an ADC gains may give them a higher and lower advantage against you. This is complicated in itself.

I would say she's stronger than Twitch. The difference is the amount of peel a cass may get. There are win conditions, and with seraph's she can sustain through Twitch's initial burst to shred him down. Tristana's late-game isn't as strong as Cassiopeia's at all. Cassiopeia's kit with a grounded CC effect, her E spam, Q, and poison make her much more deadlier than Tristana. I agree with Vayne.

I say Twitch and Cass are equal, Tristana is weaker, and Vayne is stronger. Kai'Sa also beats Vayne late game.

And this is where we run into the conundrum. The reason why this is a difficult topic is because despite having a class meant to "shred tanks", you have many champions of said class excelling in the mid-game or early game in the lane which you don't face in another lane. Thus, this produces factors such as a gold difference you could not control etc. Maybe you were stopped from roaming or the enemy has more farm. Maybe they do well into your champion or counter it.

The issue, in my opinion, is that ADCs require power but due to their squishiness - nerfing them as a whole can eventually harm the class when pitted against mages, tanks, and assassins. My idea is that there simply more openings to punish ADC mistakes or moments of weakness which Riot is toying with with the heal nerf and ignite buff. They're also looking at support changes.

See, DPS from ADCs is actually not the issue. It is the fact they gain this DPS with randomized burst frequency which isn't conditional. Thus, we are seeing the shiv change.

ADCs are not coming online fast as data suggests games are slowly growing in length. At least, compared to 8.1 - cough Vayne cough - they're actually shifting more to their ideal scaling points. Games are wanted to be shorter so it may seem these openings are harder to take advantage of so we'll need to play with this more. (Riot did a survey preseason and players do ideally want shorter games. The boards is a minority)

It's only inevitable that after 3 items, ADCs come online and the rest of their item set is adaptive.

If League is truly a zero sum game, then everyone should scale at the same rate. But it's not.

What's going on here is the advantage of the marksmen class in general being ranged and having less costs than say Yasuo ADC or Cassiopeia APC. These are diverse picks that could be viable if Cass could gain mana sustain through the lane or Yasuo could gain an item to survive through the range advantage of ADCs. It's less of champions and more "why are ADCs so influential". That's due to them having access to a drake, tons of help of other lanes, and power creep.

In my opinion, ADCs should have their peel nerfed less than their scaling with tweaks to their burst frequency as a TL;DR or you'd get a very, bad meta shift where assassins are meta once again and can punish ADCs unconditionally.

first off

claiming that cass is anywhere near the lategame power of twitch or trist is laughable

and again i will say that there are "lategame" and "earlygame" subsets of the class that overlap with the curves of other claims, but you simply cannot claim in good faith that they are the exact same because of it, and i dont think that you can argue in good faith what you are right now, which is that champs like cass are AS GOOD lategame as essentially all but two of the most lategame examples of the quintessentially lategame based class.

its not a diffcult topic at all, the class known as marksmen by and large have power scaling that exceeds that of other classes, because of that there needs to be trade offs, yes there are exceptions, SOFT EXCEPTIONS and said exceptions still follow the same rule OF TRADE OFFS.

its simple, if you are stronger than everyone late, you cannot be equally as strong as everyone early

game length isnt the issue, the issue is that the window at which ADC's are dominant is too large, and thats because they come online too fast, its not uncommon for games to be over at the 10 minute mark, adc's are largely the reason for that.

when i said league if a zero sum game in terms of role balance, i wasnt just talking about scaling, i was talking about overall power, that is to say traditionally ADC's as a whole arent supposed to be as good early, because they are better late, but if you keep them as good late as always, but make them better early, that is taking power from everyone else, again its simple.

finally i dont think that nerfing ADC's early game item budget will spawn an assassin meta at all, because even if theoretically adc's did zero damage, a large majority of their burst protection comes from the support. if anything it will allow bruisers, mages and tanks to not only be stronger but more independent of the adc's in that they are relevant because they are strong, and not that they are relevant because they keep the adc alive long enough for him to penta.

Elohaven1 votes

This was a good discussion bro.

I tip my hat to you.

ZephyrDrake1 votes

{quoted}

Yeah, nerfing Shiv's waveclear is definitely a good start.

However, there still needs to be a bit more:

  1. ADC itemization needs to become a little bit more expensive (+300 on Zeal Upgrades, + 300 on IE and ER)
  2. ADC damage patterns could stand to become a little less damaging against squishies. For instance, swap IE's crit damage increase with a a partial damage->true damage conversion on crit, similar to what the new Conqueror rune wants to do.
  3. ADC itemization could get a few intermediate items that allow for smoother progression into the big guns to go with the cost increases. A reason Riot made ADC items cheaper last season in the first place is because their spike came too late - and if they go access to a smaller spike earlier, the bigger spike could be delayed more. For instance, retool item 1018 to build out of item 1038 + item 1051 to build into item 3508 and item 3031 , and make a item 1037 + item 1053 item to smoothen out paths for item 3072 , item 3812 and item 3074 .

So you want IE and ER to be the worst items to build? There's a reason nobody built deathcap before it got its price reduced

SuperRiceBoi1 votes

{quoted}

Yeah, nerfing Shiv's waveclear is definitely a good start.

However, there still needs to be a bit more:

  1. ADC itemization needs to become a little bit more expensive (+300 on Zeal Upgrades, + 300 on IE and ER)
  2. ADC damage patterns could stand to become a little less damaging against squishies. For instance, swap IE's crit damage increase with a a partial damage->true damage conversion on crit, similar to what the new Conqueror rune wants to do.
  3. ADC itemization could get a few intermediate items that allow for smoother progression into the big guns to go with the cost increases. A reason Riot made ADC items cheaper last season in the first place is because their spike came too late - and if they go access to a smaller spike earlier, the bigger spike could be delayed more. For instance, retool item 1018 to build out of item 1038 + item 1051 to build into item 3508 and item 3031 , and make a item 1037 + item 1053 item to smoothen out paths for item 3072 , item 3812 and item 3074 .

Don't change IE as suggested, cuz the new Conqueror keystone converts 20% of damage to true damage after 4 seconds in combat.

ProfDrDeath1 votes

Guess what inspired the idea for changing IE's passive...

FOR JUSTICE4 votes

But if adc's become balanced... WHAT WILL WE CIRCLEJERK???? I Fear for the future of these boards.

Mizaya3 votes

Maybe, just maybe, we will have quality discussion be the norm for once.

Nah who am I kidding

Elohaven1 votes

People will complain about anything that's annoying. If ADCs are balanced, then assassins and tanks would be yelled about.

Lil Homie busta8 votes

{quoted}

But if adc's become balanced... WHAT WILL WE CIRCLEJERK????

Yasuo Akali Malzahar

Back to the roots my friend.

PhantomPrankster1 votes

{quoted}

But if adc's become balanced... WHAT WILL WE CIRCLEJERK???? I Fear for the future of these boards.

assassins

all this place is good for is shitting on assassins

Sun Wu Ryuumoku1 votes

support still not nerfed...

not even joking, but Tham kench is toxic/op af.

ChaddyFantome1 votes

[{quoted}](name=Ryuumoku no koke,realm=EUW,application-id=3ErqAdtq,discussion-id=yEhMfqj6,comment-id=00010003,timestamp=2018-03-15T14:47:43.176+0000)

support still not nerfed...

not even joking, but Tham kench is toxic/op af.

They already did with the bandit removal and the upcoming Locket change.

SmashinBob4 votes

Dont worry soon you will cry about getting oneshot by all the broken assasins, and all your adcs will cry and be dead the entire game. And then there will be a rise in tank meta to counter assasins, so all assassin will start to cry, so the adcs will get buffed again to deal with tanks.

SEKAI3 votes

Riot has been pretty ballsy recently, most things they did recently have been right on the point of the matter, and I commend them for it.

Why stop here, why go back to dancing around the bush now? Come on, Riot, your juice box ain't dry, we know you can keep going.

Almost Creative2 votes

If they wanna nerf ADC's that's fine, but don't make it a big nerf. They're already squishy enough.

Elohaven2 votes

Views on heal being nerfed based on CD but ignite being buffed by CD? basically, ignite will be up every time you get heal and a minute before heal.

Sasogwa1 votes

Riot's too afraid to nerf them. It's not gonna happen.

Elohaven3 votes

I hope you're being sarcastic.

If you aren't, Riot already confirmed they are and it's shipping.

Sasogwa2 votes

If they do it, I'm fucking glad and my perception of them will greatly improve

But by nerfs, I expect more than a slight shiv passive nerf and 30 s increase on heal, I expect meaningful nerfs.

FOR JUSTICE1 votes

shiv passive nerf means less waveclear and longer farming. its a pretty hard hit to people like twitch or vayne. but they are still looking into other changes for the near future.

SuperRiceBoi1 votes

{quoted}

shiv passive nerf means less waveclear and longer farming. its a pretty hard hit to people like twitch or vayne. but they are still looking into other changes for the near future.

Twitch builds Runaan's anyway, and after playing around with the crit items Runaan's feels better than Shiv anyway, even on Vayne. It gives extra waveclear and even if you're focusing one target you're still dealing bonus damage to other champs, not to mention you get more MS and AS. It's my goto crit item on Vayne now, and that's been figured out over the course of 246k mastery points worth of games.

SuperRiceBoi1 votes

Concerning eloHaven's comment:

ADCs generally become more pertinent as the game progresses. They have to be good late game to keep tanks in check. Tank items deal out huge stat boosts for their cost, which one could argue as more unbalanced than ADC items. Late game control mages like AurelionSol and Azir deal tons of damage late, but they aren't mentioned as much as late game ADCs. What about Fiddlesticks ? His late game teamfight power is disgusting. It is also important to consider that some ADCs are more early to mid game oriented, like MissFortune , Ezreal , and Kalista , who typically don't build crit anyway. Other ADCs need a lot of time to scale like Vayne , Twitch , Varus , and KogMaw . These champs are investing in the late game. Assassins appear to have smaller periods of relevancy than carries, but they also have huge potential to snowball games. Hypercarries deal out the damage late, but with the time it takes to reach that is upwards of 40 minutes. Champs popping off will always be problematic, and rightly so; a fed champ will be very disruptive, from ELO hell to LCS. Ultimately, while ADCs are very strong, they're stoppable, and if you have a speedy bruiser this task is manageable if you keep then in check.

I'm an ADC main so I'm gonna try to advocate the position. When we have trouble with another champ or another class, we have to adapt to the situation and play and build accordingly, or make a good ban. If you want to be an ADC's nightmare then Olaf ,JarvanIV , and Zac are good chamos to start with.

Elohaven1 votes

I would say Varus is an early to mid-game champion now and less of a carry.

Fiddle's kit is easily countered by burst and proper positioning with vision. The hypercarry scale time has decreased significantly to the 20 minute mark with perfect CS or the 25 or 30 minute mark with average CS scores.

The issue with ADCs is less with their damage outputs but the amount of tradeoffs and influence they have in the game compared to every other role. Damage is just a subset of the foundation of the issue.

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