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Other builds would be a lot more competitive if they capped crit chance at like 35-45%. Of course, this would be a pretty heavy nerf to AD carries as a class, but whatever. IMO AD's matter waaaay too much in the late game, to the point where, for example, any game involving Kog inevitably becomes protect/kill the Kog once he gets his core items.
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I.Edge needs to be changed, they did briefly nerf it to 75 damage a long time ago and for no reason restored it to 80 damage. I think they could take it down as far as 60-65 damage and have it still be the core AD item. If I was balancing it though I'd also look at reducing its cost with a damage nerf.
Another option is to introduce new items into the game, currently there's a lot of useless or rarely purchased items available so I don't think it would be that difficult to get rid of items like Tiamat and Rageblade and replace them with items that give more options to players. The AD problem is partly about, what items give attack speed and crit chance? Trinity Force, Phantom Dancer and uhh....Ghostblade (with active). I feel its a similar problem with lifesteal, I don't necessarily want a Wriggles which isn't that strong past 25 minutes, Bloodthirster is the ONLY option for lategame damage + lifesteal and it would be great if Riot added 1-2 items in several areas to not only give players ore flexibility but also to spice the game and item choices up a little.
"We are open to all opinions as long as they are the same as ours."
May 12th, 2012, 21:11
(This post was last modified: May 13th, 2012, 14:04 by Tyrmith.)
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Axiis Wrote:Other builds would be a lot more competitive if they capped crit chance at like 35-45%. Of course, this would be a pretty heavy nerf to AD carries as a class, but whatever. IMO AD's matter waaaay too much in the late game, to the point where, for example, any game involving Kog inevitably becomes protect/kill the Kog once he gets his core items. In exchange for that power though, they generally do much less damage then the AP carry or a jungler can do (edit: I mean in the early game). In essence, it's your fault for letting the game go that long.
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If lategame ADs did less damage, then tanky bruiser champs would never die and would dominate the gameplay. You need to have that raw damage output to prevent games from stalemating. I don't see anything wrong with having a class of characters that starts out being generally weak, and will eventually become the strongest after 18 levels and 12k gold.
If ADs truly were nerfed as a class, you'd just see a proliferation of kill lanes in bot featuring tanky brusiers. I think that would be significantly less interesting than what we have now.
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Not to mention the solo queue stompings. Whenever I play with Terror and Pals and the enemy goes for some hyper-gank squad that dominates early game and consists of a ton of tanks, getting to that Last Whisper takes a while either way.
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I don't think people are arguing that ADs are overpowered in general, so much as the itemization is boring.
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uberfish Wrote:I don't think people are arguing that ADs are overpowered in general, so much as the itemization is boring.
Right.
That being said, all other MOBA games have very similar deals. If you pick a hard carry hero, it is likely you will built up to very specific high damage items, with a few deviations depending on your team comp and your opponents. It you're a melee Agi hero in DotA, you always build up to a Wingbow/Butterfly. ALWAYS.
The deviations though are still viable. Turning your meta into a high gank squad means you itemize middle game different than a farm game. Switching out Bloodthirster for more midgame power for IE is a critical choice. If the enemy team is building HP instead of Armor there's a chance Madred's is useful instead of Last Whisper.
But once you are at maxed items, all builds converge somewhat. And I think that is OK. And this is true for all heroes.
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uberfish Wrote:I don't think people are arguing that ADs are overpowered in general, so much as the itemization is boring.
Axiis Wrote:IMO AD's matter waaaay too much in the late game, to the point where, for example, any game involving Kog inevitably becomes protect/kill the Kog once he gets his core items.
Sullla Wrote:If ADs truly were nerfed as a class, you'd just see a proliferation of kill lanes in bot featuring tanky brusiers. I think that would be significantly less interesting than what we have now.
Atlas's new meta lives!
But seriously, I strongly agree with Sullla and Tyrmith. Ranged ADs have plenty of trade-offs. Just because a certain champ is strong under X conditions doesn't mean it's overpowered. LeBlanc isn't overpowered early in midlane, that's just when she's at her best. Akali when fed. Stealth champs vs people who overpush. Etc etc.
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sunrise089 Wrote::Just because a certain champ is strong under X conditions doesn't mean it's overpowered. LeBlanc isn't overpowered early in midlane, that's just when she's at her best. Akali when fed. Stealth champs vs people who overpush. Etc etc.
Mordekaiser/Shaco in the hands of a Brazilian/Korean duo queue.
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You mean make everyone else quit the game due to lag?
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