Inverse red buff Solution?

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Infirc

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Senior Member

11-11-2012

You know how on summonner's rift red buff's effect is halved if your basic attacks are ranged and witha good reason, ezreal+phage+red buff was forever kiting, however one problem with the godlike bruisers is that they can use a lot of the items riot designs for ad carries quite more effectively than the ad carries, one example is blade of the ruined king which was designed as an ad carry item you are by far better with it on a Lee sin or heck een a Darius rather than ahving a Vayne with it.

So why not inverse red buff solution?, items that are at full power when the user is ranged but only give half the stats (or half the ppassive) when the user is melee, it would discourage bruisers building those shiny toys and actually allow for ad carries to have cheap itemization.


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FDru

Senior Member

11-11-2012

Yeah screw melee carries. (lol they still exist?)

But seriously. No. Why would anyone not building attack speed want a BORK?

And if you don't call it a BORK I am disappoint.


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Volandum

Senior Member

11-11-2012

Fiora might want it.


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Stiff Tacos

Senior Member

11-11-2012

Is this thread in the right forum?


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ShawNuff

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Member

11-11-2012

I would think it would be better to adjust the biggest factors that make ranged ADs ineffective in dominion and then do tuning rather than tuning first.

The mandatory summoner's aren't always what an AD wants to have, and I haven't found a particularly effective solution to that yet. No AD carry really wants to take revive... they benefit far less than tanks and bruisers from taking it.

The game pacing/teamfight dynamic is not quite right for them. ADs are picked for the lategame, and get there in SR by farming with a support until they are valuable additions to the team, and usually become at least somewhat valuable before major teamfights. In addition, fights happen infrequently enough that they have an extra escape spell from flash (burning a flash is helpful, but if you lane well, you should have flash for most teamfights), and having 5 people in a fight instead of 4 gives you that much extra power to peel for your AD with CC or lay burst on the offender.

However, in dominion, we just throw the ADs straight into team-fights with one less person to help them, with poor summoner's, less escapability and expect them to have a valuable contribution to the team early game. This breaks the legs of a lot of the ranged ADs in the game that are more affected by these factors.


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Tempestphile

Senior Member

11-12-2012

Blade of Ruined King

Red Buff

Dominion

Something I am missing?


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DiscworldDeath

Senior Member

11-12-2012

1. BORK is an on-hit item first thing, over bruiser, or ADC item. Its heal doesn't scale with your AD/crit%, and it doesn't give enough AD/LS to be worth it in a heavy ADC build.

2. Being melee is a weakness. If they kill ranged champions it's because they're given more power to balance for the fact and conditions under which they can't close in/damage they take until they close in. Giving ranged champions a categorical advantage over melee champions over that they already possess is a drastic measure.
You need to see why the melees are able to get to the ranged and solve that.

Most of it is solveable in-game, by "protect the carries" going on later in the game on SR, hiding behind tanks on Dom is still viable, and as for TT, the game and champions have to make allowances for how a game balanced around 5v5 behaves in a 3v3 environment.


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Infirc

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11-12-2012

Quote:
Originally Posted by DiscworldDeath View Post
1. BORK is an on-hit item first thing, over bruiser, or ADC item. Its heal doesn't scale with your AD/crit%, and it doesn't give enough AD/LS to be worth it in a heavy ADC build.

2. Being melee is a weakness. If they kill ranged champions it's because they're given more power to balance for the fact and conditions under which they can't close in/damage they take until they close in. Giving ranged champions a categorical advantage over melee champions over that they already possess is a drastic measure.
You need to see why the melees are able to get to the ranged and solve that.

Most of it is solveable in-game, by "protect the carries" going on later in the game on SR, hiding behind tanks on Dom is still viable, and as for TT, the game and champions have to make allowances for how a game balanced around 5v5 behaves in a 3v3 environment.
The problem with the bruisers in Dominion is that their itemization is cheap and they are overcheesed with gapclosers and free stats imho while carries have to scale against the clock because there aren't many item options for them and all of them are expensive as hell and single stat focused,leaving the carry on a reallyunfavorable race against the clock, there's really little to no way to turtle to late game status as in Sr and msot champs that hit late game status are thos eones that kind of force it (jax scares away opponents fom lane with sheer massive damage so that he can free farm) so while the bruiser is spending a minimal amount of gold and getting anywhere from 3 to 4 stats the carry is spending a buttload of gold to get one stat (two stats at max) and a passive.. sometimes.