Creating a weakness for ranged attacks

In a recent chat with Ghostcrawler, he stated that he'd love to give a meaningful weakness and trade-off to a champ having a ranged auto-attack. The range vs melee interaction is dull and lacks finesse of play, Tanks lack any significant role, and ranged AD's have been mandatory on teams for ages while every other class (Mage assassin tank support fighter) is optional and can be swapped out for different comps. So what change can be made here? Well, my first instinct is that maybe we should co-opt a solution that's already in place with many abilities. **All ranged autoattacks are now champion and minion blockable, behaving similar to Lulu's Pix passive. ** Exceptions: attacks against towers ( to maintain the strength of an ADC in a siege), empowered autoattack abilities (TF pick a card) and certain passive-empowered autos such as Caitlyn's headshot, Ashe's passive crit, and Quinn's Harrier ignore collisions. Placed entities and controlled clones or summoned pets do NOT block projectiles, such as Heimers turrets, Tibbers, or Leblancs passive. Now, ignoring for now that certain champs would be overtuned and certain carries would require additional exemptions or buffs in order to stay competitive, what would the effects of this change be on game health as a whole. Pros: -Range is no longer king in lane. A shorter range or melee champion can hide among a minion wave to farm or engage, and a support can shield a lower ranged farming champion. -Tanks have a distinct, useful niche when countering AD carries. Engaging on and sticking to a carry, or body blocking an allied carry opens up positioning games that weren't available before. The damage output of a carry can be interrupted WITHOUT needing to kill or totally disable them. And what does that mean? -We no longer have to reign in powerful ranged carries with the threat of instant death. A positioning mistake no longer has to mean "Jack you dead". Engages and disables can be toned down without hyper carries having free reign of the world (see: the current meta) and a balance can be maintained with the ability to adapt and counter any strategy. -Rich new worlds of Counterplay unlocked. Tanks and bruisers are no longer "engage on carry, cc or burst", now they have a defensive option. Waveclear is now a potent shield breaker rather than a push/counterpush alone. In lane, champions will be rewarded for weaving their ranged attacks in and among the wave, and positioning will be vital in all stages of the game. -Ranged ADs will not, by virtue of their autoattack range alone, outshine all other botlane carry options. Melee ADCs can be the new hard engaging kill lanes. Farming mages will not get harassed out as a matter of course. Shorter ranged ADCs have a chance to shine. Cons: -Clarity is the big one. Clear indicators will need to be in place to show when an enemy is exempt from the minion blocking. A red indicator ring to show who you are targeting would be awesome. But even then, in the chaos of a teamfight, there will be more burden of understanding upon the player. -Certain champs will need balance changes badly. In particular, melee champs who you need to bully early to keep from hyper scaling like Fizz and Yasuo will need nerfs, while traditional supports may need buffs since they lose a primary harassment tool. Carries won't be terribly hard to build advantages back into-just add situational minion ignore into their kits. For instance, maybe Vayne ignores blocking on tumble and on the third proc of her silver bolts. Maybe Kog ignores it on W (with an increased cool down to keep it from being crazy). Thoughts? Concerns? I think for a big change in Season 5, this would be a great way to make the game healthier and more interesting.

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Making ranged autos blockable will destroy adc's. What needs to happen is ranged autos apply a stacking debuff on the target that ramps up their damage. nerf their base damages to where a marksman attacking a fully debuffed target deals current damage.
will favoud anyone with attack speed buff and completly wreck drawen for instance i think that we need items over such big changes cause we are still unable to equip the champs we have with stats they need also making an aura item that reduces the damage from ranged autos would be good but it would leave another problem, adc would be just to weak to pick them at all, right now they are essential cause they dont need mana, and get the strongest items (entire class is set in stone when it comes to what they want from items, so their itemisation is better made than this of other classes, for instance mages get overly potent items which dont always suit them because of diversity among the mages)
How? The conventional wisdom of a good ranged ADC player is "attack the closest target" already, is it not? Certain carries would need exemptions and buffs, like Draven, Vayne, probably Ashe, but with their siege power intact and safe farming they would remain relevant while not crowding out all other picks. I'd argue that short ranged carries like Graves and Sivir would start to poke their heads out of the "unviable" heap. You need to provide some evidence before making a blank statement like that. Some of the best harassers in the game-Ziggs, Karma, Nidalee and Jayce-rely on minion block able projectiles and do fine.
I'd argue that a stacking debuff change would make many carries much less viable and all you'd accomplish is make a new rigid meta of 3-4 carry picks, this time AD scaling caster carries while autoattack carries would be gone.
the conventional visdom of attack the closes target is not worth much atm, adc's dont do as much dmg as they did so usualy its about splitting enemy team in such a way that your adc can harm their squishies relatively safe the times when adc's were churning tanks are long gone, now they can do it only with 5 items featuring last whisper botrk and infinity
> the conventional visdom of attack the closes target is not worth much atm, adc's dont do as much dmg as they did so usualy its about splitting enemy team in such a way that your adc can harm their squishies relatively safe the times when adc's were churning tanks are long gone, now they can do it only with 5 items featuring last whisper botrk and infinity And there would be a way to do that-just position yourself such that there's nothing between you and the caught out carry and away you go, all that changes is that now, if a Vi or a Malphite ults in there's actually something the team can do to respond. Carries get less threatening offensively, but also less vulnerable. Now, they have a way to actually respond when jumped and it's not just "Welp I'm dead". In other words the game no longer entirely revolves around RADCs.
> will favoud anyone with attack speed buff and completly wreck drawen for instance i think that we need items over such big changes cause we are still unable to equip the champs we have with stats they need also making an aura item that reduces the damage from ranged autos would be good but it would leave another problem, adc would be just to weak to pick them at all, right now they are essential cause they dont need mana, and get the strongest items (entire class is set in stone when it comes to what they want from items, so their itemisation is better made than this of other classes, for instance mages get overly potent items which dont always suit them because of diversity among the mages) Item changes that hard counter ADCs would just weaken them entirely as a class. The problem is, if they're essential to their role, all you can do is make them stronger and weaker, you're not creating play, you're just reducing or increasing numbers and the balance of power. Make an item that makes ADCs weaker and it doesn't matter how GOOD you are at ADC-your champion is just weaker now. Ditto for item buffs. Balance isn't the issue- game health is. Create more interactions and more possibility for skilled play and the game gets healthier.
I'm worried about adc damage being *too* unreliable, especially in lane, if minions can block autos. I also feel it diminishes from braum's unique role (but if that's what's necessary for the health of the game, that's a price I'm willing to pay).
True. An ADC+support would most likely be more of a farming duo, except in cases where the carry could reposition quickly to avoid being minion blocked. The power of single aa harass would be lessened and a bit tougher to pull off. However, consider that carries for whom the harass pattern is core to gameplay would have some of that preserved. Caitlyn's headshot passive for instance could strike through the wave, and her Q could still go through. Likely she would be the most in need of buffs however, once her status as hyper-bully who crowds out half the carry roster was lost. You'd have more passive farm lanes like Trist, Kog, etc, harass focused lanes with on demand ways to bypass the minion block restriction like MF, Varus, and Corki, engage lanes focused on using mobility to slip around the wave (or strike between them) and cause burst damage like Graves or Lucian. I doubt it'd hurt too much-after all, Ezrael is dependent on a minion block able attack for harass and he's historically been one of the best harassers out there.
If adc's could not attack through champions, that seems fine, but they MUST be able to attack through minions. Even mages with first unit skillshots do not rely on that skillshot for ALL their damage

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