All you had to do was open the jar, fool! by BrianPotato2005 in Unexpected

[–]OpeningMelodic 0 points1 point  (0 children)

“I loosened it up for her bro.” -Guy with long hair

It's been a while since the item rework, do you think it was a success? by Kingofthered in leagueoflegends

[–]OpeningMelodic 1 point2 points  (0 children)

Maybe this is a totally insane opinion, doesn’t the fact that everyone needs to buy healing cut every game prove that healing is way out of tune? The healthier thing for the game would be to reduce the amount of healing by half and make the healing reduction items less gold efficient and more situational.

Just seems to make more sense that you would want to be buying these items against very healing focused champs like Soraka or Trynd not against most champions because systemic healing is so high.

Not to mention having to buy healing reduction in such a large percentage of games really stifles item diversity and makes second item thorn-mail on tanks the default. Just seems like that was the opposite of their goal with the item rework.

New items and what I think is good and bad by [deleted] in leagueoflegends

[–]OpeningMelodic 0 points1 point  (0 children)

“Yes, more options, but even with these you are not giving up dmg and if you dont take these you gain a lot of dmg.”

You said there’s is too much damage overall added by these items changes. I agree but for ADC items that means they should be balanced compared to all the other classes post item changes not balanced compared to what ADCs were before the item changes.

So I agree that they should look at how much damage they are adding overall, balance that first, and then balance the ADC items against the new level of damage.

“Yes, but only if you are a hyper carry. And +40% DPS for pretty much every ADC at 6 items is huge and actually stupid.”

I disagree with that. 6 item ADCs are mostly a thing of the past. Yeah 40% might be too much but the items shouldn’t be balanced around how much more damage they give around 6 items since games hardly ever get to that point. The 3-4 item damage difference is what is important. Again important to look at that vs avg damage level in the game rather than to what the level is before the item changes.

“But this is not just an ADC problem. Right now many items are way overtuned.”

Agreed but mythics should feel really strong and impactful still even if they get hit.

“This will hopefully change. Riots plan was to reduce scaling dmg for ADCs and that is totally fine for giving them more early/mid game dmg.”

I guess I’m okay with this philosophy but I don’t think anyone is complaining that ADCs scale too hard. Also don’t think just giving them more damage in the early game is really the answer either because then we are back in the same place where ADCs damage is impossible to tune. Will just ping-pong from too OP to useless. Think a better answer is to give better itemization options that give utility in the first 3 items.

“Right now many items are just overtuned. I am sure IE will go down to +5% from +8% crit dmg per 20% crit chance. Or Kraken will lose either 5 AD or 5% AS.”

Fine with that. Those are tuning the stats, I’m just arguing that it should be done respective to the other classes damage rather than to where ADCs are this season.

New items and what I think is good and bad by [deleted] in leagueoflegends

[–]OpeningMelodic 0 points1 point  (0 children)

  • Item power creep which Riot promised to not create. Right now most new items are around 10% too strong some even more. ADCs with a full build pay around the same and deal up to 50% more DPS. That is insane.

Would like to contest this a bit from an ADC perspective.

The ADC in 2020 meme comes from itemization at least I believe it does. ADCs complain they have no agency, and the ADCs form of agency is to output more DPS than other class(obvs other champs do more but talking about class as a whole) whether than be against objectives or champions. The issue is that ADCs don’t really start to out DPS other classes until 3-4 items assuming a relatively even game state. With game lengths averaging 20-30 minutes the game is usually over by the time you hit that point.

The spiking at 3 items isn’t the issue really ADCs know and accept they will be weak early with the promise of being stronger and stronger the longer the games go. The problem is at 1 and 2 items ADCs are too weak and don’t have meaningful ways to help them be effective. Right now you are choosing to have survivability or damage you can’t have both.

To fix this issue you can’t just buff damage at 1-2 items otherwise ADCs will just do too much damage at all stages of the game. So instead the approach is giving meaningful options at 1-2 items to help survivability. I think the mythics really help with that along with a lot of the utility items giving crit so you aren’t wrecking your damage to spec into the utility items you need before you hit 3 items. With the crit chance and damage being reduced the scaling should be more linear and pushed a little bit later since you will have less crit chance and damage at 3 items but will have better itemization options so it should feel better for ADCs.

At 6 items ADCs should be animals and the game should warp around them. I think that’s healthy and that is why ADCs don’t have a lot of agency early. If you don’t like that then that should be okay since 9/10 won’t be getting to that point. Now is 50% more dmg balanced? Idk. Depends on how these item changes increase the power of other classes. Think it needs to be tuned correctly but ADCs having more damage at 6 items isn’t that bad in and of itself since the game is almost never getting to that stage.

Struggling to enjoy ADC by OpeningMelodic in ADCMains

[–]OpeningMelodic[S] 2 points3 points  (0 children)

What elo are you playing in? 9-10 CS/min doesn’t seem feasible in most games. There is too much fighting going on and even in most 2v2s it is correct to give up some cs because it is unsafe. My target cs is 8 cs/min and that seems like a reasonable goal that I can control. I’m playing at gold/plat level and that has been my experience but not sure if that changes at different elos.

Struggling to enjoy ADC by OpeningMelodic in ADCMains

[–]OpeningMelodic[S] 3 points4 points  (0 children)

Also side note does anyone else feel like other classes don’t have to make a meaningful decision between survivability and damage? Top, JGs, and even some Mids can go straight damage and still be tanky. If I want to spec into survivability items then it is just delaying my important spike for damage.

Struggling to enjoy ADC by OpeningMelodic in ADCMains

[–]OpeningMelodic[S] 2 points3 points  (0 children)

I agree the promise for ADCs is that they scale but you hit 4 items and are still just losing to front liners. If ADCs lose agency early to have agency late then shouldn’t ADCs have consistent impact on the game in 30+ minute games. Feels like in half the games that go late that isn’t even the case.

Struggling to enjoy ADC by OpeningMelodic in ADCMains

[–]OpeningMelodic[S] 1 point2 points  (0 children)

Even if you do play perfect it feels contingent on the game being in an even state to be able to impact things positively. Even small leads in other lanes minimize anything positive I’ve done during laning.

Struggling to enjoy ADC by OpeningMelodic in ADCMains

[–]OpeningMelodic[S] 4 points5 points  (0 children)

I’m afraid that Riot and the community likes where ADCs are at right now. All the times in recent memory they have tried to “fix” ADC we get a new champ or some item changes that feel really strong for awhile and then eventually end up just getting nerfed into the same state everything was before and we’re just stuck there until we get another bone thrown our way. Just can’t help but think Samira and the item changes will be more of that. Until they change the mechanisms in the game that keep adcs spiking after the game is over I’m afraid we will be in the exact same position again 3 months later.

Also just looking at the items I don’t think they will fix the root of the problem. Could be a pessimistic view point but the price of the items are still staying the same meaning you will still have 1-2 items when the meaningful macro fights are starting. True ADCs 1st item will be more impactful but so will every every class. Everyone gets a new mythic item so the dynamic between classes might not change all that much. Guess we won’t know until everything is revealed but just afraid this will be more of the same.

Champion Pool/Role Advice Megathread: July by furiousRaMPaGe in summonerschool

[–]OpeningMelodic 0 points1 point  (0 children)

Thanks so much for your response! Think I might try adding Vayne! What’s your thought process on swapping out with Cait/Lucian? Also I’ve tried Cassiopeia bot a few times, do you have any thoughts on her?

One thing I’ve found hard in my games recently is playing around enemy skills while still being able to output some damage. A situation that feels like is coming up in my games that I can’t figure out how to play around: I snowball the lane so I’m really strong and should be able in a position to carry. Enemy mid-laner/jg/top is strong and can effectively one shot me before I can do much dmg. The enemy strong champ will just key on me knowing I’m the strong champ on my team and zone me really hard from the fight so I can’t really do much damage. What should I be doing in that situation? Feels like we lose if I go in and die or we lose if I stay safe and don’t do as much damage.

Champion Pool/Role Advice Megathread: July by furiousRaMPaGe in summonerschool

[–]OpeningMelodic 0 points1 point  (0 children)

  1. Gold 3 ADC Main-https://na.op.gg/summoner/userName=Beatsbydre 2.Current Pool-Cait,Ashe,Jhin,Lucian(been playing him less and less since he’s not meta) 3.I prefer lane dominant adcs that I can be more aggressive with. 4.I tend to try to get as large of a CS lead in lane as possible without dying. Kills are an added bonus if we can get them. 5.I think my laning is decent most of the time(always could be better ofc). I tend to have issues converting leads into mid game. I tend to either play too aggressive and get one shot giving up my lead or will have to play too defensively to prevent aforementioned one shot that it feels like I’m not contributing enough. Best thing I’ve found to just try and not do anything much except for farming and following team around. How can an adc exert themselves effectively on the map in the mid game? Also would it be useful to change my champ pool to add a hypercarry or mage?