@Marksman/AD carry itemization - A few thoughts
Basically, FeralPony said Marksman/AD carry itemization to be one of the areas that are currently under view for improvements. So, in here, I want to present a few thoughts on that field.
What's an AD carry's point? Why do they have a place in a team
Three core aspects (CA):
- Late-game tank and objective buster: An AD champion with the right items puts out an incredibly high amount of sustained damage. Damage you need to cut through fully build tanks, who should normally be rather strong against burst damage (which they should be able to facetank).
- Structure taker: To maximize your potential damage against structures, you need a lot of AD or AP, as well as good AS. However, building AS isn't a top priority or even possibility for most AP scaling champions.
- Safety: Possing ranged attacks allows for a safety buffer, in the fact that the enemy's attacks and abilities cannot reach you as easily. This safety allows a ranged AD champion to forego the heavy defense itemization a melee needs to survive prolonged time in the enemy fire (time needed to deal sustained damage).
How do current items fill in these core aspects?
The Gold Standard
: The quintessential carry item. Fulfills CA 2 (high AD for tower damage) and 3 (Safety through keeping HP up via Lifesteal) fully, while still being an asset to CA 1 (a ton of AD to fuel crits). And all at a reasonable price point.
: CA 1 - basically, this item is what leads to the really high sustained damage a carry can deal. Also, the AD are helpful for CA 2, but much less so than BT's AD - you pay a lot more gold for less damage to structures.
: Force multiplier. Complements both CA 1 (AS and Crit chance massively boost sustained damage) and 2 (AS helps taking down structures faster). Also, contributes to CA 3 by giving increased movement speed and the IUC effect.
: This item is supposed to be another centerpiece for CA 1, as it is supposed to counter heavy armor-stacking. However, as it stands, it doesn't do its job - or, rather it doesn't do its job correctly. Basically, due to everybody having base Armor, at some point, it is an item good against everyone, instead of merely screwing with resistance stacking.
The non-standard stuff
: A force-multiplier akin to PD. Gives slight AoE damage, which contributes to CA 2. Since open sieges rarely involve more than 1 or 2 AAs at a time, it can be better for that purpose than PD. Also, it synergizes well with the kiting playstyle carries need to do. However, for raw output (CA 1), it is inferior.
: Supposed to counter health-stacking (CA 1). Ok at that, too. Also, a big item for safety (CA 3), due to Lifesteal and the powerful active (slow, haste, damage, heal). AS is also an asset for sieging (CA 2). A decent alternative to BT for carries that value AS over raw AD.
: A good safety option (CA 3), due to the HP and two forms of MS. Synergizes well with ability-based carries, which are, by their very nature, more burst-oriented than AA-based carries. Also, good for sieging (CA 2) - as said before, that activity rarely involves more than 1 or 2 AAs at a time, and a Sheen proc is like a mini-crit on a tower. Only thing it doesn't do well is CA 1 - it trades a good deal of sustained damage for more burst.
: Rarely seen on carries. Few benefits for safety, and isn't effective against structures beyond the AD part, either. Also, since the passive lowers the enemy's Armor for everyone, not just yourself, it is a funny case of having good synergy with CA 1 - but only if one or two of the carry's teammates bring it.
: Interesting item. It is purposely weaker on ranged champions, but, apart from that, it brings a good mixture of stats for all three aspects - ArPen and Crit are good for CA1, AS and AD for CA 2, and MS and CdR for CA 3. Still, PD, Triforce and SS are superior in most situations and on most champions.
What I'd like to see, if there are changes
Simply, more differentiation. A carry should be able to itemize differently, depending on which of the three core aspects he values/needs most in any given game. And depending on who the carry actually is, too.
Also, I'd really like to see
and
pushed more into the niches they were originally intended for, instead of being strong regardless of context. In some other thread, Xyph mentioned shifting power from Blade's active and/or stats into the passive, which might be a good beginning for that.
Might add more thoughts here.