Quote:
Originally Posted by Xengre
Melee ADC can get into a fight, but they can't simply back off then go back in and back off and go back in. They do not possess such mobility. Vayne gets Phantom Dancer, Tumbe, and a Knock back. She regularly runs Phantom for reasons such as this. Ez often gets phage/Trinity/Iceborn so kiting is no problem for him, Ashe..., Tristana has amazing range as does Kog Maw (but if they get into that range without being properly protected then Kog is fodder, Trist is not). If anything they have far better chance of surviving then a melee ADC (and I am not refering to tower diving at this point at all). The entire point of a ranged ADC is to be able to go offense while abusing their range to stay much safer then a melee champ.
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Before I touch mobility - you're contradicting yourself here. The point several of us had try to make is that you can't treat melee and ranged adcs the same as they play differently - which you state right here.
As for the mobility, I'm referring to their ability to move to engage targets. Melees get gap closers and rightfully so as they need them. Not only do they get higher base movement speeds, but can "phase out" and "land" at an opponent. Even with Vayne's passive, while I get a movement speed bonus that can be multiplied by final hour, it's not instantaneous.
Quote:
Originally Posted by Xengre
Base numbers? The base numbers as I showed you are not enough to make the difference you are talking about here, especially MS and mres. The ranged ADCs have been being nerfed forever, not buffed, due to being too powerful. This is also part of the reason certain ADC items got minor nerfs.
A single BV or QSS built into Zephyr eventually can make all the difference. They also have Barrier and Cleanse to help their survivability. Oh... and Exhaust which is very powerful. Then you got a support who quite likely has either heal or exhaust. Iron Locket of Solari on a teammate. Aegis/Bullwark. Surviving as an ADC isn't exactly a problem atm...
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Your 8/10/8 score with Graves would say otherwise. The enemy trist went 13/4/8. Aside from trist's jump and scaling range, there are a number of reasons to explain the gap in scores. But at over 40 minutes, you still had yet to build a single defensive item. My guess is that even with your experience your lane lost, otherwise trist wouldn't have so few deaths. You couldn't exactly afford to build a def item yet because you needed more damage - looks like you were workin on last whisper. Maybe your support couldn't maintain zone control or maybe you just did poorly. Perhaps the enemy jungler camped or ganked effectively.
You said lanes/laning doesn't matter - that game is a prime example of how the bot lane sets up the team fights for the adc. Heck, just look at my recent scores as adc, they're all over the place. Even my Cait game I shouldn't have gotten zoned hard, but neither the support nor I were able to apply pressure in the right spots to keep the enemy on the defensive. Stun vs stun it was the junglers who ended up deciding the fate of that lane. While I could have farmed a little better, their jungler came by more and applied pressure.
Quote:
Originally Posted by Xengre
Armor pen was buffed thus buffing ADC dramatically. So they stack health? That is an additive increase for the most part in survivability. Armor was multiplicative. C'mon you can figure this one out. There is no debating this point as its simply a mathematical fact.
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I can. Armor reduces damage by a percentage. If your health runs out, it doesn't matter how much of a percentage is reduced if its enough to set you to zero health. On someone like Graves you'll especially feel like you do little damage once the warmog's come out. Remember, folks get scaling base armor.
Quote:
Originally Posted by Xengre
You talk about numbers but then refer to Vayne's steroids. This is what makes her great, not her base AD, base HP, base mres, base MS. It is her steroids and maneuverability with tumble/passive in a fight.
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Her base ad is weak - not as weak as Ashe, but still weak. Her base stat numbers are pretty low across the board. However, it's the base numbers of her abilities that have taken the hits. Silver bolts is what makes Vayne the ultimate late game carry, not her tumble, not her condemn, not her Final Hour ultimate, its the silver bolts that set her apart from the crowd. I don't use tumble in teamfights for the bonus damage, I use it for positioning and dodging.
Quote:
Originally Posted by Xengre
MS gets weaker as it goes up... since PD was nerfed it would have had an impact if base MS weren't buffed so much. Here are the numbers:
12% MS PD with Ashe at 300 = 336 MS
5% MS PD with Ashe at 325 = 341.25 MS
Seems MS got a buff in S3, if you count the fact that boots 1 is not mandatory anymore it was a monstrous buff. ADC can realistically forgo boots 2 early/mid game if they choose (more so if they run MS quints which rnt bad on some ADCs). This is why PD was nerfed, to keep it from being even more ridiculous in S3.
Regardless, once you get to the point of say a ranged ADC wiht 407 MS vs a melee ADC with 426 there isn't much difference, it would take 5-6 seconds before they start showing any real separation due to the minor difference in MS at such a high value.
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Movement speed has softcaps - I'm well aware.
But when you have a multiplier of MS (MS bonus), improving the number multiplied goes a long way.
Fiora is 350
Yi is 355
Vayne is 330 (without passive buffs)
Cait is 325
Ez is 325
Since they took 25 movement out of the boots and added them to all champions, it still should be pretty clear that there's a difference between no boots and tier 1. But lets say we get berzerkers on all:
350 - 395 x5%= 415
355 - 400 x5% = 420
325 - 370 x5% = 389
330 - 375 x5% = 394
If 25 movement speed makes a difference, note the amount of ms gained. That 20 for the 400s....
Quote:
Originally Posted by Xengre
In S1 by your definition it was broken. The one counter to ranged ADC is getting past everything to get next to the ADC to kill its squishy ass... except they can kill me faster. S3 someone stacking health won't come even remotely close to the same DPS output. The DPS of the carry (including skills in DPS) will if built right be 3-4x that one bruiser's DPS, potentially more with full build. Like I said, you are wrong to make assumptions as to what I play or am familiar with and my knowledge versus others on this forums regarding this game.
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NOt quite. Assassins filled a role of bursting down squishy targets. They're built for damage. Bruisers aren't assassin's, but can end up playing that way while building a combination of survival/damage.
I wasn't making assumptions, Iw was making observations based on your data.
As to what you play - I looked at your history. I don't know why you're defensive if you've got over 1000 wins. I've got well over 2000 if I were to count ai (be we know those don't count) , and I was gone for season almost all of seaon 2. If you're going to claim vayne's q and ult are the reason she's popular late game, that's going to diminish any credibility.
But really - the majority in here are conveying a similar experience that you claim isn't accurate. I've been running adc since I started, and while I've never been amazing at it, I've had my pentas and all that jazz. I would think maybe the competition has simply gotten better as I have over time, but that wouldn't account for the fact that in most games where someone snowballs, it's not the adc doing the heavy lifting anymore.