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Item Idea to Make Melee ADC Viable

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Slash7 ?? Senior Member
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02-28-2013

next
add attack damage immunity

i didnt like the dota mgc immunity and i dont like it in league of legends

however since mages has statis
ads would also have item as stasis
i wont mind if adc also have stasis as item

 
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BrooklinZoo ?? Member
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02-28-2013

Melee adc........oxymoron much?
If you mean an ad caster like riven/talon then they Already have a defensive item for that.......warmogs

 
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IamDuddits ?? Senior Member
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02-28-2013

Quote:
Originally Posted by Slash7 View Post
next
add attack damage immunity

i didnt like the dota mgc immunity and i dont like it in league of legends

however since mages has statis
ads would also have item as stasis
i wont mind if adc also have stasis as item
Can you explain why you didn't like magic immunity? This comment doesn't really explain much. Did you not know how to counter it? Did you think it was imbalanced?

Also AP caster with statis =/= AD right clicker with statis. Statis on and AD is completely useless because they don't rely on cooldowns nearly as much as a nuker does. That statis is enough time for their spells to come back up so they can do another round of burst. Right-clickers rely on sustained damage, not burst.

 
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67chrome ?? Senior Member
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02-28-2013

Quote:
Originally Posted by IamDuddits View Post
I understand counter-play enough to know that there are limited, if any, counter-play options in LoL.
The unique passives on most defensive items are actually pretty solid for countering a wide range of champions. Banshee's Veil is pretty good against single-target bursters like Veigar and LeBlanc, Runic Bulwark is handy against more AoE centric magic damage, Tenacity is really handy against champions like Fiddlesticks, AoE slows are nice against champions like Vayne and Kog'Maw, On-Hit slows via Randuin's and Warden's Mail are nice against champions like Ezreal that like kiting, Thornmail is completly broken against auto-attackers when rushed, QSS is handy against more DoT/CC reliant champions.

You are right it's relatively limited though, and against bruisers like Garen and Darius pretty much limited to Guardian Angel's passive alone, which is kind of stupid. League also isn't a game like Pokemon were you can easily switch damage types and damage application methods to fit various defensive mechanisims, which generally causes what deals the most damage on average to be the best build, so spamming Ice Beam is going to be better than switching it up between various abilities - which limits counter building rather substantially.

That's not really what I meant with counter-play though. Counter-play is a little different than counter-building, were you can counter aggressive burst champions by harassing them from afar, you can counter sustained harass by leaping on them and bursting them down, you can counter point-click casters by juking in and out of brush, you can counter melee-range champions by sticking close to a turret, you can counter high DPS low survivability champions by stunning/ccing them, you can counter AoE compositions by spreading out, you can counter strong team-fight compositions by split-pushing and attempting to pick off players in the jungle, etc. And a lot of what this Black King Bar item does is preventing any of that from mattering. Strong AoE team comp? Activate it and run into the middle of them. Their hidding under a tower with the threat of CCing you there? activate this and run into them. Getting focused in a team fight? Activate this and run into the middle of them. Getting kited? Activate this and run into the champion kiting you. This item would generally make skilled plays and strategies not matter - and like you mentioned with Ashe, some champions have to go through a lot of effort to pull of strats their balanced around. I'm fairly certain limiting counter-play options in such a way is exactly why melee carries are in their current state as well. It's not fun loosing to someone who presses 1 button and face-rapes when you're doing cool stuff like scouting their hiding spot, kiting them with near perfect orb-walking, and landing that perfect ultimate in their face.

Which leads me to think melee carry kits are the problem - as they don't offer much capability to out-play opponents as-is. Yi basically just runs fast and smacks things a lot, which isn't particularly interesting. Of coarse the other 3 melee carries with the tag have a little more skill involved, but I'd much rather see them with mechanics that rewarded them with carrying capabilities from out-playing opponents over giving them an item that trivializes out-playing them. I don't think anyone enjoys getting carried or loosing to champions like Garen that just activate a skill and move next to things to win.

Melee carry itemization is weak with that in mind though, for advancing build diversity there really is no reason AD and Armor Penetration should be cheaper than Attack Speed and Critical Strike Chance for the purposes of increasing auto-attack DPS (especially considering attack speed and critical strikes don't apply to ability damage). Health really shouldn't be cheaper than Armor or Magic Resistance for offering the same level of EHP either. I can see why attributes like Life Steal and Spell Vampirisim should be tiered at higher costs, but tiering critical strike chance at a higher price range than AD is really annoying for champions like Fiora, Gangplank, and Master Yi that have steroids making it the best stat to get, if it was cheaper.

 
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RockJockey ?? Senior Member
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02-28-2013

67Chrome, your analysis of the way real weapons and their rate of fire, loosing or swinging is baseless and irrelevant to this virtual game.

Your insight into the mechanic of the game appreciated. Stick to what you know.

 
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IamDuddits ?? Senior Member
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03-01-2013

Quote:
Originally Posted by 67chrome View Post
That's not really what I meant with counter-play though. Counter-play is a little different than counter-building, were you can counter aggressive burst champions by harassing them from afar, you can counter sustained harass by leaping on them and bursting them down, you can counter point-click casters by juking in and out of brush, you can counter melee-range champions by sticking close to a turret, you can counter high DPS low survivability champions by stunning/ccing them, you can counter AoE compositions by spreading out, you can counter strong team-fight compositions by split-pushing and attempting to pick off players in the jungle, etc.
This is what I wanted to clarify. I'm specifically talking about counter-play through items. The reason I wanted to point this out is because the way items are treated in this game makes me wonder why they even exist. They'd just as well remove items and increase stat increases across the board on heroes. There is no variety and items are, for the most part, stat sticks. They offer no diversity to the game.

Quote:
Originally Posted by 67chrome View Post
And a lot of what this Black King Bar item does is preventing any of that from mattering. Strong AoE team comp? Activate it and run into the middle of them. Their hidding under a tower with the threat of CCing you there? activate this and run into them. Getting focused in a team fight? Activate this and run into the middle of them. Getting kited? Activate this and run into the champion kiting you. This item would generally make skilled plays and strategies not matter - and like you mentioned with Ashe, some champions have to go through a lot of effort to pull of strats their balanced around. I'm fairly certain limiting counter-play options in such a way is exactly why melee carries are in their current state as well. It's not fun loosing to someone who presses 1 button and face-rapes when you're doing cool stuff like scouting their hiding spot, kiting them with near perfect orb-walking, and landing that perfect ultimate in their face.
I could say the same thing about Flash ruining counter-play. You are basically required to take flash in order to counter flash. I could also say that I find it really boring to being instagibbed in 2 seconds by someone with a gap closer larger than my auto attack range. Is stacking AP and hitting your three nukes some how require more skill and thought than building an item to protect you from said nukes? Maybe you could use some of that juking counter play to kite me for the duration of my immunity. And by the way, that's what people generally do to counter BKB. They kite. Oh damn dat counter-play.

Also, reading the first few sentences leads me to believe you've never played a single game of DotA to actually understand how an item like BKB works, so I'll do you a favor and carefully explain why the item exists and why it's balanced.

BKB makes the target immune to magic damage (a majority of burst damage would be magic) and most non-ultimate disables. The target is completely susceptible to physical damage (right clicks). BKB serves several purposes. 1) It allows a carry to focus on dealing damage rather than worrying about being permanently stunned or instagibbed by burst damage, 2) It forces the other team to rely on right click damage for dealing with the threat and 3) It punishes teams for relying too heavily on disables and burst damage for winning fights.

There are a lot of heroes in DotA that would be impossible to play (in the sense that many heroes in LoL are) in a remotely competitive scene if this item didn't exist because of the fact that burst damage and disables rape carries. Carries by design (including those in LoL) are hard countered by burst damage. They can't sustain burst AND build DPS in the manner that bruisers can. The only reason why rADC are viable is because they rely on kiting and never getting attacked which melee simply can't do.

Also Ashe is not balanced. She is outshined in nearly every respect by most other ranged ADs. This game relies too heavily on positioning and blinks and she lacks this and the damage output to compensate.

Quote:
Originally Posted by 67chrome View Post
Which leads me to think melee carry kits are the problem - as they don't offer much capability to out-play opponents as-is. Yi basically just runs fast and smacks things a lot, which isn't particularly interesting. Of coarse the other 3 melee carries with the tag have a little more skill involved, but I'd much rather see them with mechanics that rewarded them with carrying capabilities from out-playing opponents over giving them an item that trivializes out-playing them. I don't think anyone enjoys getting carried or loosing to champions like Garen that just activate a skill and move next to things to win.
Heroes don't need cool bells and whistles to be viable. Yi has everything he needs in his package. The only skill that really feels out of place is meditate.

Quote:
Originally Posted by 67chrome View Post
Melee carry itemization is weak with that in mind though, for advancing build diversity there really is no reason AD and Armor Penetration should be cheaper than Attack Speed and Critical Strike Chance for the purposes of increasing auto-attack DPS (especially considering attack speed and critical strikes don't apply to ability damage). Health really shouldn't be cheaper than Armor or Magic Resistance for offering the same level of EHP either. I can see why attributes like Life Steal and Spell Vampirisim should be tiered at higher costs, but tiering critical strike chance at a higher price range than AD is really annoying for champions like Fiora, Gangplank, and Master Yi that have steroids making it the best stat to get, if it was cheaper.
This is part of the reason why items need to add more than just AS and Damage or combinations of stats. There is always going to be something that mathematically offers the most bang for your buck in stats. League itemization suffers greatly from a lack of incomparables. What I mean by this is that you can always compare two items by what they give and find the best. This is why AD/APs basically build the same **** every game. People have figured out that particular item combinations will maximize you damage output and that is all those heroes will go for.

DotA items are more about supplementing your heroes kit with unique ability (hence all the active) and less about min/maxing stats.

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