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The REAL issue with crit is that the satisfaction of high Attack Speed in builds is gone, especially in the earlygame.

  • 13.9: slot1 had a 20-30% AS mythic, slot 2 had a 35-55% AS item. Total of 55-95% AS at 2 items.
  • 13.10: 10-15% AS at 2 items for non-troll builds, 30% if you went Squidslayer.

Of all 16 crit items, 2 have 15% AS, 12 have 0% AS, and only 4 have more than 15%.

Of course Draven, Jhin and MF are the happy ones! because they don't care about Attack Speed disappearing from every crit build.

The other unspoken issue is Bloodline being necessary but so garbage. Alacrity helps with Attack Speed but then you can't even farm camps without losing 1/3HP. Lethal Tempo's earlygame AS for ranged was also heavily nerfed some time ago.

For me, Bloodline and the lack of Attack Speed is what feels worse about ADCs right now.

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over 1 year ago - /u/PhreakRiot - Direct link

Most of the comments here already hit on the intent: there is a ton of attack speed in the system already via Zerks, Alacrity, and LT. There really isn’t any +AD. So I intentionally trimmed some stack speed because it was often a wasted stat from a mathematical perspective. Things like Tristana Q and Varus passive would overcap you quickly.

I made a point to still include a few very strong AS items: Kraken, PD, and Hurricane all provide substantial As so if that’s a stat you want, you can get it. It’s also why Kraken has an AP ratio and a total AD ratio: if you want to stack multiple AS items, Kraken keeps scaling. Even Nashor’s Tooth was meant to have some fringe consideration (again, the AP ratios)

over 1 year ago - /u/PhreakRiot - Direct link

Originally posted by space_acee

Phreak I’m a high gold / low plat player who plays crit adcs.

Right now the consensus seems to be building stormrazer first in pretty much all scenarios due to the high AD it gives while still providing some AS.

Maybe I’m just bad at the game but I feel more limited and pretty unsatisfied with my early build paths. It feels like there isn’t a great choice for first item aside from SR but it also doesn’t feel like it synergizes with the rest of the crit build without other energized items.

Basically I just feel like itemizing right now is less intuitive and more restrictive then before. I know you’ve said you wanted to nerf adcs but was this the intent?

Once again I know I’m low elo. If you could shed some light on how crit adcs should be looking to itemize early now I’d appreciate it :)

Stormrazor is OP and Shiv is underpowered from what I've seen of early data. We'll make final calls on Mon-Tues for the first big tuning pass.

Ideally I want all of the "starter" crit items (3x Noonquiver, Essence Reaver, Collector) to have at least 1 BiS user and try to balance them around parity for everyone else if possible.

Ideally, these items don't feel like wasted slots later on, which is why all of them scale pretty well. That said, I'm still thinking through how much of a champion's power budget should come from passives and actives: No one seems to really mind Deathcap, Void Staff, etc. But (tuning aside) Energize seems to get a bit of a different treatment

over 1 year ago - /u/PhreakRiot - Direct link

Originally posted by Apollosyk

can i ask what is ur diretion for kalista? giving her the ap ratios for rageblade but then these changes on pbe suggest u want her as a crit marksman. just feels weird

Not specifically trying to push her toward crit, at least not very much. Her being a very AS-heavy champion based around Rend is unique and it's valuable to preserve that. Right now Rageblade, BotRK, and Hurricane are her best-performing items by far. I don't intend to change that. The builds might get closer, but that just means 1/10 games you can choose a different build and it's correct, instead of 0/10.

Largely the changes are around removing some of her punishing rules that we don't think she needs to be balanced any more and then shipping tuning changes to bring her up a bit in power.

over 1 year ago - /u/PhreakRiot - Direct link

Originally posted by Apollosyk

thnx for the insight! idk if its going to be broken or not but as a kalista player a nice quality of life change i would like to see was an indicator for when E kills. losing the fight cuz i miscalculated my damage so it then goes on cooldown feels quite bad. i dont think its going to be too big of a buff but im interested in ur opinion reggarding this change

Knowing when your abilities will kill is an important skill test. To my knowledge, the only times they show are when:

They are guaranteed to execute at x% health (Elder Dragon) or you have flat true damage (Cho'Gath, Pyke) that essentially doesn't have in-combat context.

For everyone else, that's the skill you have to learn.

over 1 year ago - /u/PhreakRiot - Direct link

Originally posted by Vertrixz

The only thing I can really add is that energise might be strong, but it doesn't feel good (for me at least). ADC is fun when I'm autoing a lot, and having just one auto with a big effect and then having to build it up again doesn't feel satisfying.

Could be different for others, but that's how it's felt for me. As a Kaisa player, the new on hit items are super fun and I like noonquiver pickaxe pickaxe for q evolve into kraken then either guinsoos or bork. I know loads of people go SR first but I don't like the style of the item so I don't build it. I do better with full on hit anyway.

Idk I think my point got muddled in the midst of that but I basically like the item changes but they could maybe use some satisfaction tuning or something like that. This is absolutely a huge step in the right direction though, making on hit its own viable thing with items supporting that identity directly. I have no idea how you'd find a way to make energise satisfying though.

Shiv of course came back as Shiv. Otherwise I wasn't trying to add any more Energize into the game. Just Stormrazor is an actually reasonably-priced item. You're not supposed to have to build it. It's just OP right now.

Feel free to go Kraken once items are fairly tuned.

over 1 year ago - /u/PhreakRiot - Direct link

Originally posted by Tzeenht

Are crit adcs supposed to get their mythic as third item? Since if u go IE first or second u attack once every 2 sec? I dont find it very fun personally

You don't attack anywhere remotely close to once per two seconds on spawn, let alone with item 1 + zerks + runes.

over 1 year ago - /u/PhreakRiot - Direct link

Originally posted by Apollosyk

Yone E does show when it kills but i see ur point

Good point. Zed does as well. In Zed's case, there's not a lot you can do with that info, but Yone certainly does tell you to press E to escape early.

over 1 year ago - /u/PhreakRiot - Direct link

Originally posted by Apollosyk

It just feels really punishing for the kalista player if the E damage is miscalculated by lets say even a single auto due to its long cooldown

Sure, and maybe E cooldown should go down.

over 1 year ago - /u/PhreakRiot - Direct link

Originally posted by hakuryou

Have you considered a solution where buying a crit mythic converts a portion of AS to crit chance? Or a mythic passive that grants crit? Or maybe make the crit part an adaptive stat? I'm a fan of buying some of these items on non crit champions but the only way you can make the crit part not a waste of gold is through guinsoo which limits the amount of build choices (e.g. shiv on riftmaker Kayle, etc).

Technically, crit isn't a wasted stat on Riftmaker Kayle: She still has some AD and that AD will crit and she will get some damage out of it.

Admittedly, it's still less-good than otherwise.

over 1 year ago - /u/PhreakRiot - Direct link

Originally posted by seasonedturkey

I do think an execute indicator on Rend would help in lowering Kalista's absurd skill floor.

Anecdotally speaking she feels like the bot later with the greatest gap between skill ceiling and floor. Maybe an execute indicator could make her more balanceable in the long run.

I’d argue that’s still Aphelios but she’s up there for sure.

over 1 year ago - /u/PhreakRiot - Direct link

Originally posted by wildfox9t

also a lot of ADCs weren't going to kite at full attack speed,it's mechanically very hard to do at high numbers so they would "lose" atk speed

i think it's partially a matter of habit,changing the timing on kiting can make it feel clunky at first before you get used to it,but it also makes the role more accessible to players new to it i guess

I believe pretty strongly that ADC gets less skewed if overall attack speed goes down. A similar line of reasoning is reducing the skill expression of the class, but that likely won’t go over well.