| I'm a little confused with what you're trying to say here. |
The current distinction between Last Whisper and Black Cleaver isn't really all that meaningful for the AD carry class, for example - simply because they both do the same thing for a carry character - amplify damage vs. armored targets. Even the 'Squishy' vs. 'Tough' distinction that comes up with armor shreds vs. % penetration doesn't really matter because a Carry is expected to output meaningful damage across all targets.
| I hear what you're saying, that there is a problem when a single build IE/PD/BT is the best choice for all ranged AD carries, but what are your ideas to fix it? |
The design philosophy is simple though: Figure out utility axis' that carries could want / Find out what options are so strong such that they starve carries from being able to branch out / Make items that fit along that path. For example, what if an as/MS(!)/Tenacity item existed and PD was instead as/CRIT(!)/ms? PD is the clear winner in damage in this case - but you go with Tenacity item because you want safety above all else. You're making the damage trade-off for safety in that case. What if an item had an active? Guaranteed Crits for 4 seconds, with light AD - now you're spec'ing into dealing burst damage, similar to DFG. (Okay, so that item would be insane). You're now going to pick that item on someone like Ashe or Varus, because they *can* disable the target for X seconds.
But this is all predicated on the fact that the best damage build isn't the best utility build at the same time - so major things would have to change first. Phantom Dancer would have to be fundamentally reworked to not be prime utility x prime damage - and that's a change I don't see us doing lightly / quickly when season 2 finals are this close. I think that's pretty unfair overall to the general competitive scene to rewrite it on the ramp-up to finals.


