Current balance issues: Marksmen bot

**_Hello fellow players._** Today's topic is something that I have already mentioned, so I guess it is time to dig deeper. Also Riot Meddler have been requested, numerous times at this point, to talk about this topic, and we should get some toughs from live gameplay team in upcoming week(s). Until then, let's talk about current focus of meta, botlane. _Important note, I do not plan to talk about support/support items as it is a mess ATM and Riot is currently working on fixing gaps they have made. Until that happens there isn't much to talk about as a lot of things are subject to change._ ___ | Previous threads:| ||||||||||||||||||||||||||||||||||||||||||||||||||||||| | Next threads: | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | [1. Stopwatch ](| ||||||||||||||||||||||||||||||||||||||||||||||||||||||| | [4. Game pace](| | [2. Jungle](| ||||||||||||||||||||||||||||||||||||||||||||||||||||||| | Runes R(D)eforged | ___ #{{champion:110}} BOT - MARKSMEN {{champion:18}} ##_Welcome to the centre of the universe._ _Get ready, to get carried._ So where to start. As much as junglers have impact on the game outcome, the game is not played around them. Right now the game is played around botlane. Now I do not want to go necessary into champion specific issues, each marksman has their specific problems. Items, game impact, and maybe overall balance theme is what I want to discuss. ##How reliable is too much reliable? So the main part of this topic - ADC are strong, sometimes too strong. It comes down to few things, good scaling, solid item choices, weak assassins, fighters missing keystone, presence of shields, long games. Game usually is just played around ADC. Now many of these things, would be good under different circumstances. Carries should be reasonably strong, in lategame. The issue is, with the amount of safety early on, carries are able to reliably get core items by the time midgame begins. And there isn't really much to stop them. Having 2 items on carry is completely normal, even if you lost the lane, furthermore if you had a lead getting 3 -4 items by 20ish minutes is also standard stuff. Often having most items in the game is regular order of business. And carry with 3 -4 items, that is scary death ball. Especially since carries are much more item reliant, than level dependant. They scale hard, and quite early if given space. When it comes to items, it really looks like zeal items, and on-hit items are a bit too cheap, to be core items for role with highest gold income. Which is somewhat true. Although I must note, those items are cheap because they are not much valuable on their own. They scale well once you have couple of them, but again you need to get bunch of items before they kick in. ##Slow, but fast. The situations that we came to is, carries should need more time to scale, so they can outscale others. But reality is, they outscale everybody else before we are even near lategame. This creates interesting paradox of "stalling for late" which can make lategame happen once first baron is killed, at least for carries that is. A lot of champions that should shine in the midgame, just become non-existent. Transition from lane, into the lategame state is genuinely too fast. Which Ironically leads to longer games, because if everyone plays for lategame, well it will take until lategame to decide who wins. ##_Right click like a pro._ One speciality that I would like to mention is something, that appeared recently. It was mentioned by guest Doublelift on LoL Esports podcast "The Dive", adc currently feel all a bit too similar. Pretty much just anyone could right-click the same way. And I have to say that I agree. It is true that there is some lack of diversity between adc, there is no real reason to play complex/difficult champions that do not really have edge over simple champions, also hyper carries just outshine everyone else because they scale just better. DL literally said "I would just like to see more skill-full adc in the meta". Which is true, there is no reason to play champions that require lot of effort and fall off, if you can just pick safe carry that you know will have the items fast enough anyway. There is no real threat to the hype-carries as the game is now. ##_What could be done._ Personally I think Riot should review ADC items, and especially their power spikes. Currently I would just say they scale exponentially and bit too fast, applies to both crit, and on-hit based builds (on hit builds are getting hit slightly next patch, but I do not see them being significantly weaker as currently they outperform crit builds anyway). Other possibilities that I have seen mentioned would be to make carries more "similar" in terms of their scaling. I don't know what would adc mains think about this. Yes there would be an option to play "any" champ, but also they would probably all feel very similar. Another option would be to diversify the adc pool more, make bigger differences between early/midgame/lategame focused champions, make bigger mechanical diversity. This seems like "golden standard", but in this case I would be afraid that early game champions could just overtake everyone else. #Now since I haven't play adc enough to give more input, this is where I will end this post. The only thing I know for certain is, playing around ADC right now is best way to win the game, and other roles are no way close to the power ADC has. I would love to see opinion of other people on this, especially adc mains. Please share yours opinions below.
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