Shift adc powercurve more to early & midgame at the expense of lategame power

Spoofghoul·1/5/2017, 11:15:25 PM·1 votes·252 views

It's just one of those reason's to gang bang bot lane since they put the game on a timer for everyone else.

After about 25 minutes they start to come online and are really big threats and post 35 they are oneshotting gods of destruction anbd everyone else best stay out of range, well sort of.

It's boring, and an extremely lame way to put games on a timer Right now games are decided by who gangbangs bot the earliest, hardest, fastest and most often.

Why? a few reasons, but the big one i don't see many people talk about is the dumb amount of power adc have in the later stages of a game Weaker turret, turret firstblood, 2 people to put behind / kill, dragon

Dragon is easy to balance out by making herald more interesting by giving it a teamwide defensive buff for example Weaker turret can gain it's protection back, turret firstblood can be tweaked

But there will always be 2 bot because adc scale hard on gold, that is fine However the fact that they put games on a timer is not. look im fine with late game scaling champions being a niche in any kind of role to have access to as a fall back or strategy But as long as ADC get the kind of power they currently have in late game they will always face the clown fiesta.

Why? well it's simple, if you can snowball your botlane vs theirs you postpone their power from 25+ to maybe 30/35min + whilst yours comes online maybe 5-10 minutes sooner

And it is the single biggest reason why whoever wins bot wins the game these days.

By shifting their power this stupid situation gets fixed It might even result in more diversity as adc might not be the mandatory bot lane

fixes

There are a few ways to go about this Main thing to consider is the class niche, which is taking down objectives or other durable targets

Right now they get pretty straightforward damage amps and items which allows them to completely negate any attempt at counter building by other classes. This makes them too generally effective vs everything.

For this reason i think the best way to solve the issue is through itemization and making them a bit less gold dependent

If they are going to be less generally effective they might benefit from some better personal defense options and utility

Look im not saying cut their damage in half or anything i'm just saying make it less generally effective vs everything and make them specialize through itemization in addition to making their scaling slightly less gold dependent

Tank busting items should come at the cost of being less effective vs more squishy champions, Having to pick between between what your goal is would be a good idea imho

Problem items should be addressed, i'm thinking about runaans and phantomdancer in case you had not guessed

Im not exactly sure what would be a good way to tone in their general damage output, it could simply be less AD or atksp on crit items or reducing crit damage ** Items** I do have an idea on some of the itemization though

Like change the last whispers just turn it back into 1 item which is mainly for killing tanks, and maybe add a little surviveability to it but lower the AD a lot Something like this 25 AD 40% bonus arpen Unique passive: Whispers: when taking more then 50% hp damage gain stealth and a decaying 50% movement boost for 1 second, Your next attack there after deals bonus true damage equal to the difference in armor between you and your target 45 second cooldown

That would be a good item to amplify your damage vs armor heavy tanks but it wont be that good vs squishy enemies

Of coarse we would like to keep something akin to mortal reminder & Lord dominiks regards but those would no longer have the armorpen Instead of the lost arpen they would get a shared unique active which i haven't figured out yet, please do post awesome ideas for this

And we would need a completely new item

Butcher of the Ancients Maybe An AD + AS item or possibly additional defense. might even be 2 versions of this item, why not. Which increases damage vs structures and epic monsters with every attack or spell 3 second self buff goes away if you stop attacking the targte for more then 3 seconds and has a 20 second cooldown

Items main purpose would be taking objectives faster, ofc not to the point where it gets stupidly fast but just a decent amount faster since overall damage should be down this would be the option to grab if you want to kill objectives as fast as before the changes but it won't give great damage vs enemy champions

final word Well that is my view on the situation

The goal would be to reduce the overall cheese tactics of turning bot lane into a clown fiesta Make Adc better early and especially mid game, haven't gone very deep into those changes as im not sure how to re balance the damage output correctly for that And doing some itemization changes to make choices more important rather then stacking dps and murdering everything come late game Adc would gain less damage with items overall but have better level scaling, niche itemization and a bit more surviveability to compensate

leave me your comments

[slayer-pantheon-popcorn]

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