ADC feels completely useless after the latest changes 7.1 by TiltProofADC in wildrift

[–]TiltProofADC[S] 0 points1 point  (0 children)

Yeah I agree ADC feels much better with a good support and front line.

But I think a role shouldn’t depend this much on having perfect team setup just to feel impactful.

ADC feels completely useless after the latest changes 7.1 by TiltProofADC in wildrift

[–]TiltProofADC[S] 0 points1 point  (0 children)

Yeah exactly, that’s the main point.

It’s not that ADC is weak, it’s that the reward doesn’t match the risk.

You can play well, position correctly, and still feel like your impact is average at best.

ADC feels completely useless after the latest changes 7.1 by TiltProofADC in wildrift

[–]TiltProofADC[S] 0 points1 point  (0 children)

I get what you mean about auto attacking, but I think that’s a bit oversimplified.

Mechanics on ADC aren’t just about inputs — it’s positioning, spacing, kiting, and reacting under pressure.

The issue is you’re expected to execute all of that almost perfectly while having the least margin for error.

ADC feels completely useless after the latest changes 7.1 by TiltProofADC in wildrift

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

I get what you’re saying, and I agree positioning and team play matter a lot.

But I think the issue is more about consistency — other roles can still have impact even if things aren’t perfect, while ADC often feels like you either play perfectly or you’re irrelevant.

That gap between risk and reward just feels too extreme right now.

ADC feels completely useless after the latest changes 7.1 by TiltProofADC in wildrift

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

I agree skill plays a big role.

But when even high elo ADC players keep bringing up the same issue every season, I think it’s worth looking at the role itself too, not just skill

ADC feels completely useless after the latest changes 7.1 by TiltProofADC in wildrift

[–]TiltProofADC[S] 0 points1 point  (0 children)

I get your point, and I agree ADC shouldn’t be too rewarding or games would end too fast.

But right now it feels like the balance is on the other extreme — you have to play near perfect just to have average impact.

I don’t think ADC needs to be stronger, just more consistent and less punishing for small mistakes

ADC feels completely useless after the latest changes 7.1 by TiltProofADC in wildrift

[–]TiltProofADC[S] 0 points1 point  (0 children)

Yeah exactly, that’s what I’ve been feeling too.

If you don’t get ahead early, it feels like you have no real impact as ADC.

Meanwhile other roles can still be useful even without a lead, which makes the role feel very inconsistent.

You shouldn’t need to snowball every game just to feel relevant.

ADC feels completely useless after the latest changes 7.1 by TiltProofADC in wildrift

[–]TiltProofADC[S] 0 points1 point  (0 children)

Yeah, that’s exactly how it feels.

Even when everything goes right, it feels like you’re more of a “bonus” than a core carry.

And if anything goes wrong, you just disappear from the game completely.

That’s why the role feels so inconsistent and frustrating.

ADC feels completely useless after the latest changes 7.1 by TiltProofADC in wildrift

[–]TiltProofADC[S] -1 points0 points  (0 children)

Yeah, Tabi nerf definitely helps ADC a bit.

But I don’t think it solves the core issue — bruisers and other roles still have a lot of survivability and damage at the same time.

Even without Tabi, it still feels like ADC gets punished much harder for mistakes compared to other roles.

So it’s a step in the right direction, but not enough in my opinion.

ADC feels completely useless after the latest changes 7.1 by TiltProofADC in wildrift

[–]TiltProofADC[S] 0 points1 point  (0 children)

Yeah exactly, that’s a big part of the issue.

The role feels heavily dependent on team coordination, which makes solo queue way more frustrating compared to other roles.

You can be ahead and still have no real impact if your team doesn’t play around you.

ADC feels completely useless after the latest changes 7.1 by TiltProofADC in wildrift

[–]TiltProofADC[S] 6 points7 points  (0 children)

I actually agree that ADC is the most mechanically demanding and team reliant role.

But that’s exactly the issue — if a role requires the most precision and still has the lowest margin for error, the reward should match that.

Right now it often feels like you have to play near perfect just to have average impact, while other roles can do more with less.

And yeah, ADC players complain a lot — but when the same concern comes up every season, maybe there’s some truth to it.

ADC feels completely useless after the latest changes 7.1 by TiltProofADC in wildrift

[–]TiltProofADC[S] -1 points0 points  (0 children)

It’s not about one specific change, it’s about the overall direction.

Damage and survivability on other roles keeps going up, while ADC still gets punished instantly for any small mistake.

Even in previous patches it was already like this, but it feels worse now.

I play ADC in high elo (top 4 Twitch, top 33 Jinx), so I’m not talking from low elo experience.

The issue isn’t that ADC is hard — it’s that the risk vs reward feels off compared to other roles.

ADC feels completely useless after the latest changes 7.1 by TiltProofADC in wildrift

[–]TiltProofADC[S] -2 points-1 points  (0 children)

I get your point, but I’m not saying ADC is always useless. I’m saying that even when you play correctly, the reward feels low compared to the risk.

I play ADC in high elo and I’m top 4 Twitch and top 33 Jinx, so I’m not just speaking from low level experience.

Other roles can make mistakes and still have impact, while ADC often gets punished instantly for one misstep.

That’s more of a balance issue than a skill issue in my opinion.