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Item Idea to Make Melee ADC Viable

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67chrome ?? Senior Member
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02-24-2013

Quote:
Originally Posted by The Lord Impaler View Post
I think would make them strong early game rather then late game (any you need to be strong lake by definition to be a Carry), as everyone would still be increasing their attack-speed and damage with itemization at a similar rate so the ranged-melee DPS gap would become less and less significant. Melee ADC is not non-viable because of a lack of dangerous damage output once they are in fisticuffs with their opponent, it that Ranged ADC's can put out just as much if not more damage as them at range.
Um, what you get out of %Attack Speed is directly dependent on what your base Attack speed is - if your base attack speed allows you to attack 25% faster than the average champion, then you're going to attack 25% faster when you have the same items. The gap doesn't change with what items you have. It's constantly there, constantly modifying your damage by that same percentage - as long as you keep attacking things anyways.

Also, early-game most champions focus on trading by bursting in some damage then backing off, for attack speed to allow you to win those trades you need to stick it out with the offending champion after they clearly won the trade so you can cause your DPS to outdo their burst - which is already how you have to play Fiora, and that ain't easy to pull off. As for jungling, most melee carries (at least the 4 with the tag) aren't the best gankers. Most are actually pretty horrible gankers in comparison to just about every tank in the game. Most melee carries don't have the best clear times either, so I'm not seeing how a boost in early power through attack speed would be that bad. Some of their early base ability damage might need to be lowered a tad, but if it makes them utilize ADC items more effecitvly and have some presence early game I don't see it as that bad.

 
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The Lord Impaler ?? Senior Member
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02-24-2013

In that sense yes its the same multiplier. I'm more referring to the inherent multiplier of being ranged, you shoot the melee as he is coming in, when your in contact and as he retreats. Thus you have more time over which your attacking and more time over which the attack-speed is acting as a multiplier of your DPS. Maybe a higher base attack speed would balance that out for the melle champ but I'm worried that if their is more total damage output then it would move us more towards everyone-instat-gibs-everyone-team-fights.

 
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67chrome ?? Senior Member
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02-24-2013

Quote:
Originally Posted by The Lord Impaler View Post
In that sense yes its the same multiplier. I'm more referring to the inherent multiplier of being ranged, you shoot the melee as he is coming in, when your in contact and as he retreats. Thus you have more time over which your attacking and more time over which the attack-speed is acting as a multiplier of your DPS. Maybe a higher base attack speed would balance that out for the melle champ but I'm worried that if their is more total damage output then it would move us more towards everyone-instat-gibs-everyone-team-fights.
Attack speed doesn't allow anyone to instantly land a kill by the nature of it increasing DPS over a period of consecutive hits over one big attack - but as far as insta-gibbing goes, enough tanky DPS champions like Garen and Darius exist that not dealing burst damage in melee range is a little crippling. Not to mention most assassins have relatively potent insta-gibbing potential. And both bruisers and assassins tend to output more reliable damage than melee carries because of that, so I'm not seeing how changing melee carry attack speed would hurt the game in terms of allowing them to kill things faster through attacking faster. The only real down-side would be that back-dooring would be a little more effective on them, though with their incapability to poke down towers from range when their being defended and with the existence of split-push strategies from the likes of Rengar, Shen, and Nidalee I'm not sure if that's an advantage they shouldn't have.

 
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IamDuddits ?? Senior Member
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02-24-2013

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Originally Posted by 67chrome View Post
10 seconds is completely broken, and entirely to long of a duration to deal with any burst caster. That would help out bruisers more than melee carries really - not to mention AD is something that's significantly less cost effective on most melee carries over more, seeing as they generally have solid base AD scaling and a rather powerful AD steroid. Such a Black King Bar item would offer no counter-play to champions that are reliant on CC and abilities as well - if you thought seeing quicksilver sash was disheartening to Malzahar players before this would completely invalidate not only Malz but just about all AP carries (Ahri is about the only actual mage that isn't CC reliant for escaping). 2700 gold is to cheap for that kind of power as well, and would likely result in a kill upon each activation, snowballing you hard enough each time to get another kill in a window of time 1 second shorter.



Or they could 4) give melee carries noticeably higher than average base attack speeds - which would effectively multiply all damage scalers and things like life steal on them better than the next guy, solving problems of cost-effectivness without getting to complicated concerning bruisers and ranged attack damage carries. It also makes plenty of sense - smacking something with a katana, cutlass, or rapier should be considerably swifter than operating a cannon, shotgun, or sniper rifle - or lamp post, great axe, or great sword. Turns out Maokai has better attack speed than Fiora, Trynd, Yi, or Gangplank though, and the difference in attack speed from ranged to melee weapons is essentially non-existent.
You don't seem to realize that the reason why heroes like Yi get shut down as AD is because they can't survive long enough to do damage and not that they don't deal enough damage. The viable ranged ADCs never get touched and so they can build Glass Cannon. Melee can't do this and if they build tanky then they are basically going Bruiser build with **** ability scaling.

Bruisers are broken because of abilities that scale off of AD. This is by far the most idiotic addition I ever saw Riot do in the entire time I've played LoL. Regardless, they shouldn't be balancing their game around broken mechanics. Melee AD is useless and Bruisers are OP.

As with BKB, Ultimates with CC components would still go through, damage would not. Also I find it laughable that you bring up counter-play considering this game has none.

 
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KazaLyn Shao ?? Senior Member
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02-24-2013

Quote:
Originally Posted by IamDuddits View Post
You don't seem to realize that the reason why heroes like Yi get shut down as AD is because they can't survive long enough to do damage and not that they don't deal enough damage. The viable ranged ADCs never get touched and so they can build Glass Cannon. Melee can't do this and if they build tanky then they are basically going Bruiser build with **** ability scaling.

Bruisers are broken because of abilities that scale off of AD. This is by far the most idiotic addition I ever saw Riot do in the entire time I've played LoL. Regardless, they shouldn't be balancing their game around broken mechanics. Melee AD is useless and Bruisers are OP.

As with BKB, Ultimates with CC components would still go through, damage would not. Also I find it laughable that you bring up counter-play considering this game has none.
What he said.

 
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Galgus ?? Senior Member
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02-25-2013

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Originally Posted by Beersmasher View Post
You already have the black cleaver, what more could you want? Don't most melee AD have some kind of dash ability? This would just be another item that could be thrown on a tanky person to further the imbalance already present. IMO there should be very few items that offer HPS and ad/ap on the same item. If you want HPS you buy HPS but you have to leave behind the damage and vice versa.
Thats not so much a Melee ADC item as a Bruiser/ AD Caster item.

Melee ADCs build like Ranged ADCs- Crit Chance and all that.

What is HPS? Health per second as in health regen?

 
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Hidden Sniper ?? Senior Member
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02-27-2013

Melee carries will never be viable unless Riot stops thinking about their term for "counter-play".

 
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67chrome ?? Senior Member
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02-27-2013

Quote:
Originally Posted by Hidden Sniper View Post
Melee carries will never be viable unless Riot stops thinking about their term for "counter-play".
Xin Zhao is viable. And of all the terms to apply to him, melee carry really seems better than anything else. Irelia and Jax can sort of be considered as melee carries as well, and like carries those 2 are relatively weak in the lanning phase then turn into a monster end-game.

They actually have things to merit being melee though, all 3 have reliable gap-closers and potent crowd-control. Tryndamere is the only melee carry with the tag that has both of those, and his crowd-control is only a slow, and only works when he's chasing. Fiora has a gap closer but no CC, Gangplank has no gap closer and the weakest CC you can have, and Yi really has no gap closer or CC. For being forced to grab damage items, they should have something with abilities that allows it.

 
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67chrome ?? Senior Member
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02-27-2013

Quote:
Originally Posted by IamDuddits View Post
You don't seem to realize that the reason why heroes like Yi get shut down as AD is because they can't survive long enough to do damage and not that they don't deal enough damage. The viable ranged ADCs never get touched and so they can build Glass Cannon. Melee can't do this and if they build tanky then they are basically going Bruiser build with **** ability scaling.

Bruisers are broken because of abilities that scale off of AD. This is by far the most idiotic addition I ever saw Riot do in the entire time I've played LoL. Regardless, they shouldn't be balancing their game around broken mechanics. Melee AD is useless and Bruisers are OP.

As with BKB, Ultimates with CC components would still go through, damage would not. Also I find it laughable that you bring up counter-play considering this game has none.
Your item idea is akin to killing a fly with a rocket-launcher (and it's also really un-creative, considering it's more or less ripped from DotA). Just because I think it's blatantly overpowered doesn't mean I don't realize melee carries have problems. And some melee carries do work - Zin Xhao is viable and sees tournament play every now and then, and Jax and Irelia are about as close as you can come to "melee carry" without it being totally official - the only difference they really have with melee carries is their optimal item scaling doesn't require critical strikes to pull off. And melee carries can grab the same items as everyone else, which generally implies a problem in their abilities and kit, not the items available.

Which also means any item that would make Fiora, Tryndamere, Master Yi, and Gangplank viable enough to be full-damage would work with such champions even better. Most likely scenario is that the 4 melee carries with the tag would be viable, but other champions would put it to even better use - Lee Sin would be able to go full DPS, Garen could go full spin-to-win, Darius could stack plenty of damage and reliably get penta-kills. And unlike melee carries, those champions tend to have the strong-early game presence to pull that off.

And bruisers aren't broken because of abilities scaling with AD, pretty much every champion has ability scaling. Bruisers tend to be a prominent force to be reckoned with because mixing offense and defense is a lot smarter and more effective than going full-tank or full-damage, and due to things like critical strikes and resistances being tiered at a higher cost than ability power, attack damage, and health, also more cost-effective. Bruisers also tend to be duelists, and generally win 1v1s against other champion classes (which makes them seem overpowered if you try dueling them), were AD carries, AP carries, Supports, and tanks are much more reliant on coordinated team-work to be effective. In most RPGs just about everyone gets what is referred to as a "bruiser build" in LoL as well, because getting health and damage is considerably better than going full-tank or glass cannon for soloing monsters and doing quests solo. Not getting burst down in 1 combo by a boss while being able to bring them down in a reasonable time is also nice.

Penetrations are kind of retarded on Bruisers now though, if you have high base damage values on skills but low scaling, penetrations offer a really effective way to scale things that aren't designed to scale that well. Considering the availability of penetrations and their capacity to pierce through 100 resistances (and thus double damage output), they can maintain multiplicative scaling comparable to offensive classes for, well, long enough that having lower end-game scaling doesn't matter.

If you can't recognize any counter-play capabilities in League of Legends you shouldn't be posting item ideas though. Otherwise you're liable to create blatantly overpowered and completely useless things that synergize awkwardly with the wrong class of champions.

 
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IamDuddits ?? Senior Member
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02-28-2013

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Originally Posted by 67chrome View Post
Your item idea is akin to killing a fly with a rocket-launcher (and it's also really un-creative, considering it's more or less ripped from DotA). Just because I think it's blatantly overpowered doesn't mean I don't realize melee carries have problems. And some melee carries do work - Zin Xhao is viable and sees tournament play every now and then, and Jax and Irelia are about as close as you can come to "melee carry" without it being totally official - the only difference they really have with melee carries is their optimal item scaling doesn't require critical strikes to pull off. And melee carries can grab the same items as everyone else, which generally implies a problem in their abilities and kit, not the items available.

Which also means any item that would make Fiora, Tryndamere, Master Yi, and Gangplank viable enough to be full-damage would work with such champions even better. Most likely scenario is that the 4 melee carries with the tag would be viable, but other champions would put it to even better use - Lee Sin would be able to go full DPS, Garen could go full spin-to-win, Darius could stack plenty of damage and reliably get penta-kills. And unlike melee carries, those champions tend to have the strong-early game presence to pull that off.

And bruisers aren't broken because of abilities scaling with AD, pretty much every champion has ability scaling. Bruisers tend to be a prominent force to be reckoned with because mixing offense and defense is a lot smarter and more effective than going full-tank or full-damage, and due to things like critical strikes and resistances being tiered at a higher cost than ability power, attack damage, and health, also more cost-effective. Bruisers also tend to be duelists, and generally win 1v1s against other champion classes (which makes them seem overpowered if you try dueling them), were AD carries, AP carries, Supports, and tanks are much more reliant on coordinated team-work to be effective. In most RPGs just about everyone gets what is referred to as a "bruiser build" in LoL as well, because getting health and damage is considerably better than going full-tank or glass cannon for soloing monsters and doing quests solo. Not getting burst down in 1 combo by a boss while being able to bring them down in a reasonable time is also nice.

Penetrations are kind of retarded on Bruisers now though, if you have high base damage values on skills but low scaling, penetrations offer a really effective way to scale things that aren't designed to scale that well. Considering the availability of penetrations and their capacity to pierce through 100 resistances (and thus double damage output), they can maintain multiplicative scaling comparable to offensive classes for, well, long enough that having lower end-game scaling doesn't matter.

If you can't recognize any counter-play capabilities in League of Legends you shouldn't be posting item ideas though. Otherwise you're liable to create blatantly overpowered and completely useless things that synergize awkwardly with the wrong class of champions.
Congrats on realizing that I copy and pasted the item description from BKB on the DotA wiki and used a thesaurus on the name. I was hoping that it wouldn't be too obvious....

I understand counter-play enough to know that there are limited, if any, counter-play options in LoL. The fact that every ADC builds the same items every game shows there is little to no counter play. Void Staff and Last Whisper are not counter-play. They are a lazy mans solution to armor stacking (lazy on the designers end). I say lazy because by design these items are required every game, unless the enemy team decides to not build Armor/MR (which may or may not apply int he current patch due to the penetration changes). I'd say the greatest variety in what I build comes when I play AP and mostly because I "felt" like building something different and not because I need to.

Compare this with DotA, where you have to carefully monitor what items your enemy is building so that you can properly counter them, or build items to counter their hero composition. Enemy team have a lot of AoEs? Get a Pipe of Insight. Enemy have some very deadly carries melee carries? Force staff/Eul's/Ghost Scepter. Facing Batrider, Bristleback or Zeus in laning phase? Magic Wand.

Please give me comparable item counter-play that you are telling me that I'm missing. The only real niche item I can think of is Thornmail and it's really just too lackluster to even be worth it (especially with armor being worthless at the moment).

Also, having bruisers in the game that can defeat nearly anything 1v1 (including a farmed ADC) and has a gap closer greatly limits variety in the game. It pretty much means that a team comp is restricted to an ADC with an escape mechanism/flash (due to mobility creep) or a team with a lot of taunts/peels. Referring to an ADC as a carry is laughable at best. They honestly function more like Strength carries in DotA than anything. They need to build up to be threatening so that the enemy focuses them, and then you spend more time running around than actually attacking while your team kills them for you.

Bad positioning on the ADCs part? Go play as Ashe and tell me that. Most gap closers >= her attack range. Q is useless for getting away. If anyone gets in melee range you are as good as dead. She can't out damage a bruiser due to their burst, cc, and survivability. She is completely reliant on her team ccing to do anything.

Also, the idea behind BKB is so that melee carries can function without having to build like Jax, Xin, Irelia and Lee Sin. Yi and Tryndamere could build like a tanky dps. The reason they don't is because there are other heroes that do that better and it doesn't fit their abilities. Saying that the problem is with the heroes kit (ex: Yi) and not the items is like saying that every melee hero that is going to play like a carry needs to build tanky dps/bruiser build, which is exactly the problem with LoLs itemization, hero design, and balancing forcing a very strict meta.

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