Some of you might already understand what a player means when he uses the term power creep: power creep is the phenomena in which the power level of the in-game characters or players is constantly rising.

In an online MMO, power creep is bad. Really bad. It creates a power gap between the player and the computer-controlled enemies, thus tr...

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How “ADCs in 2k17 lul” came to be

Some of you might already understand what a player means when he uses the term power creep: power creep is the phenomena in which the power level of the in-game characters or players is constantly rising.

In an online MMO, power creep is bad. Really bad. It creates a power gap between the player and the computer-controlled enemies, thus tr...

Aktiviti | April 21, 2017 | By TinyTeemo

Some of you might already understand what a player means when he uses the term power creep: power creep is the phenomena in which the power level of the in-game characters or players is constantly rising.

In an online MMO, power creep is bad. Really bad. It creates a power gap between the player and the computer-controlled enemies, thus trivializing the content that the players can interact with. It becomes less fun if a player has no risk at all while constantly reaping benefits.

So how does all this tie-in with League? Well, as you can gauge from the title, power creep was driving force behind the whole “ADCs in 2k17 lul” phenomena: AD Carries simply had no means to survive because they were so vulnerable to assassinations. ADCs were the content, and killing them was trivialized.


As of early 2017, Marksmen were already in a rather terrible spot, with some Marksmen being deemed troll picks (Kalista and Lucian were quite underpowered, for example). This was largely due to the pre-season Assassin rework which put assassins in the toplane and midlane. Sometimes even the support was an Assassin or AP Burst like LeBlanc, Annie or Zyra.

Even the patch notes from 7.1 pointed out that they had to “mak(e) Lucian not an active detriment to your team’s success”. This was partially due to Armor Penetration being changed to Lethality, where you only gain 40% of the initial armor penetration. This change left alot of ADCs facing difficulties in bringing down tanks. Instead, they would get mowed down by a 1/7/2 Poppy or Maokai, as they hopelessly kite and plink away at their health.

The result? ADCs would get bursted by Assassins or Mages or mowed down by Tanks and Brawlers.


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To make things worst, Patch 7.2 (late January) introduced the Lethality buff, where Lethality now granted 60% of it’s value upfront. Suddenly, every champion that was capable of utilizing it became lethal assassins that can jump on hapless ADCs. This opened up alot of choices for Assassins or Junglers and even Brawlers to deal tons of damage, which made the environment absolutely miserable for ADCs.


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In fact, Marksmen were so underpowered that players actually decided to put Ziggs in that position. Since the meta was so burst-oriented, Ziggs had a better chance of contributing damage to a fight before dying and could still do one of the primary tasks that a Marksmen is meant to do: destroying turrets. With Ziggs’ Passive – Short Fuse and his W- Satchel Charge, Ziggs could almost one-shot turrets if built for it.


It wasn’t until patch 7.4, in March, did they reduce damage values across the board by nerfing not only Lethality items, but even damage Masteries (Double Edged Sword, Merciless, Precision, etc), which finally put Marksmen in a better, playable position.

And now you know how “ADCs in 2k17 lul” came to be.

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