Quote:
Originally Posted by IamDuddits
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.