Double the amount of damage Dorans Shield blocks from ranged champions.
Ranged vs Melee isnt fixed by doing this by any means, but its a good start
Ranged vs Melee isnt fixed by doing this by any means, but its a good start
That would be a good start. What I'd probably do would be to Increase the amount of HP by 20 (Making it give 100 HP) and then if that isn't enough, maybe increasing the Health regen on it or something. It's sad that Doran's Shield only gives 80 hp, which is suppose to be the "tank" version of the Doran's items and still gives the same amount of HP as Blade which is suppose to be the offensive version.
I think I would rather the health regen get increased than the health, since it helps with sustain more.
I really wish they'd also remove the "single target" factor from it. So many abilities which are effectively single target in use, aren't literally single target, so it offers no actual defense from them.
I would be alright if it blocked half the damage of AoE and 4 flat damage from damage over time.
Half AoE? On a 450g item?
I think you need to reread what they are talking about and come up with a better conclusion.
No, I understand he's implying it'll block half the normal block value when it comes to AoE, but the wording is odd and makes it sound like blocks half the damage of an AoE ability.
Doran's Shield needs a buff in general. It's apparently been in a crappy spot for a while now.
And then, Ranged ADC start taking Doran's shield to bot lane to negate the enemy ADC.
then that adc loses life steal and damage
Ranged vs Melee isnt fixed by doing this by any means
Oh no, it isn't. What it does is making ranged toplaners - along with ranged supports, and ranged midlaners - entirely unable to lane.
And it gets fucking close to making Yas and Trynd default attack damage carries on botlane.
Doran's shield got nerfed, because when it is strong it becomes one of the most dominant and meta-shifting items in the game, and shifting meta into passive sustain is exactly what nobody wants.
It won't get buffs, get over it.
That's not really true. It was nerfed because it became a must buy for melee supports and made ADCs actually weak at early levels and in lane like they are supposed to. Of course, ADC mains bitched about it and got already the least gold, and slot efficient doran's item, which was also the only one of the three to get worse as you get other items (the other two get better) into the ground to the point where it doesn't even actually fulfill its designed niche anymore.
You can also screw right off with that hyperbole.
Oh no, it isn't. What it does is making ranged toplaners - along with ranged supports, and ranged midlaners - entirely unable to lane.
No, just No
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Right now, ranged carries are so much more powerful than melee carries that every team is forced to pick a ranged ad carry over a melee one.
That's intended. Melee carries, a.k.a skirmishers are oriented about 1v1, 2v2 fights and splitpushing, ranged marksman are oriented about 5v5's and objectives. Every team is supposed to bring one ranged carry in League of Legends, because LoL is supposed to be strategical, objective-oriented game.
There is nothing wrong with giving melee ad carries a buff so that teams will at least consider using them over ranged ones in specific situations.
There is. It means dumbing down the game to sheer deathmatch in those "specific situations". Melee carries will never be as good as ranged in sieges, contest, stalling, whatever - the only thing they can be better at, is killing enemies. The only way to make them viable as alternative to ranged carries, is to make them so strong that permanent deathmatch playstyle is a viable one. Nobody wants that.
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The point isn't to make melee carries as good at ranged in sieging and objective control, it is to make them good enough at other parts of the game that teams will be forced to consider them over a ranged adc in certain team comps.
This is exactly the part which makes game less objective-oriented - creating champions strong enough in fighting, that they can compete with objective-oriented playstle. This is also one of big reasons why DOTA, with it's many strong points, is not, and likely never will be, as popular as League. They force diverse playstyles to be viable, without considering if those playstyles viability is actually good for the game.
The point of a balanced melee vs range game is that melee ad carries should be "fucking close" to being viable as bot lane carries. Right now, ranged carries are so much more powerful than melee carries that every team is forced to pick a ranged ad carry over a melee one. There is nothing wrong with giving melee ad carries a buff so that teams will at least consider using them over ranged ones in specific situations.
Melee carries can go top and not bot because they scale better with levels and would then benefit more from solo exp. Marksmen scale better with itemization and not so much levels, which is why they share exp with a support and worked together to farm until they hit their 3 item power spike.
Riven powerspike with just cleaver Irelia powerspike with just trinity Fiora power spike with just hydra
Jinx powerspike with IE, Runaan's, RFC
shifting meta into passive sustain is exactly what nobody wants.
What am I, chopped liver?
or start with boots and pots and use that to dodge skill shots and be faster then the ranged player at lvl 1
i remember a time in the game where everyone all roles started boots and pots
[{quoted}](name=MrFawknSunshine ,realm=NA,application-id=3ErqAdtq,discussion-id=1E8Eaw3y,comment-id=0000,timestamp=2016-11-13T01:41:29.300+0000)
or start with boots and pots and use that to dodge skill shots and be faster then the ranged player at lvl 1
i remember a time in the game where everyone all roles started boots and pots
Boots don't help against Auto attacks. Plus the amount of health you get from the Doran's items are needed a lot of times.
boots make you move faster to get in the face of the range champ so you can do damage to them and if you have HP pots you have effective HP
[{quoted}](name=MrFawknSunshine ,realm=NA,application-id=3ErqAdtq,discussion-id=1E8Eaw3y,comment-id=000000000000,timestamp=2016-11-13T01:45:53.692+0000)
boots make you move faster to get in the face of the range champ so you can do damage to them and if you have HP pots you have effective HP
At the same time, everyone who is ranged that goes top lane also have some form of way to get away from Melee champions from approaching them.

Has a Dash/Jump

Movement speed increase
Minor Knock back into slow
Knock back
Snare
These being the more common top lane ranged champions, the only ones that might also be played probably have some strong CC as well. Boots alone wouldn't help you get to these ranged champions. Even with Dashes in your kit, they could just use their dash when they see you coming, and then you are forced to slowly run back to behind your minions/tower while taking free poke from them.
Sure some Melee champions can do fine into ranged champions like
due to the strong Knock-up and Silence to stop them from dashing. OR
Who can dash more than once so they have a better chance to catch up to them.
and explain how
is gonna allow you to do anything to these ranged champs
Deal with poke and gain allot of health passively seem cool in lane with me if range is really your problem learn how to use the bush
but it dont allow you to get close to the ranged champs... but with boots and pots lvl 1 you can get in their face abuse them early and get an early cs/ lvl advantage to make the lane more even
I play
vs range I go
or
more range champions pop easyly so if you can get close( it will show allot if if you don't waste your Darius pull) strom riders is the best keystone
so your saying if you can get to them you can "pop" them aka kill them easily ?
and what would make it easy to get to them? something that makes you move faster? like
?
ok I use b0ots to run up to them, vayne tumbles away, gnar hops away, graves dashes away, quin knocks me back and jumps away, kennen runs away, teemo blinds me and runs away, jayce knocks me back, ryze locks me in place for 2 seconds.
boots isn't going to help you win the lane the only thing it does is make you lose even faster if its your first buy

there has always been ranged champs its nothing new
get better at the game. stop crying over laning phase
you sir might be the most retarded person i have seen on the boards, and i have seen a lot of shit.
how am i retarded ? cuz i said there has always been ranged champs? get better at the game>? and to stop crying?
the "git gud" argument is just retarded as the better people get the more out of meta melee champions are, did you watch the worlds? sure there have always been ranged champions but they were never this broken.
you sir might be the most retarded person i have seen on the boards, and i have seen a lot of shit.
He's a troll he knows what he's doing :]
Boots don't help against Auto attacks
they 100% do you know
they 100% do you know
yea but we are talking about starting items. I don't feel starting normal boots is the best way against ranged top laners (Unless its some one who uses skill shots).
10%* And by then, the enemy ranged has scaled aswell.
12% actually.
Still.
NINJA TABI
PASSIVE - REDUCES AA DAMAGE BY 120%
good point
best option is cloth armor + 4 pots or Crystal +2 pots.
Doran's shield needs something to make up for the "Effective HP Potions (or biscuits)" your sacrificing.
The potions help you stay in lane more and the armor/hp increases your effect HP.
The way the "Effective HP Potions" are accomodated is with 6 hp regen per 5 seconds.
Yeah hp regen/mana regen items have been outdated for a long time.
are items that would be something straight out of DoTA, but they are pointless in here.
This would make ranged champs unplayable in top lane. 16 damage is a shit ton early on in the game.
This would make ranged champs unplayable in top lane. 16 damage is a shit ton early on in the game.
^ this. I get it this thread is a melee circle jerk but how is this issue not brought up more? doran's shield is supposed to be for tanky tops to outlast auto attack themed champs like jax or tryn. why should it be made to counter a group entirely? you want an item that basically removes the damge of one of the ranged champs items until mid game when they outclass it
Has anyone actually played a ranged champ into someone who started Doran Shield? Doran Shield actually feels very good right now
I played GP against a Nasus who started Dshield. I q'ed him every time it was off CD and he outtraded me without even touching me just from minion aggro.
Well that's just being bad at GP.
That would be pretty strong agains champs with only aa harass, but it wouldn't fix the problems with ranged poke. It would need to be able to affect multi-target abilities, even if it comes at a cost of some sort of cooldown or decreased effectiveness. I would like to see the item as the premiere anti-poke option, rather than "is all their damage single target"
I have an issue with this because most champions with ranged poke that isn't an auto-attack expend mana to land it- not to mention it requires actual skill to land skillshots. It's a two-way street, they need to effectively aim it and you have to fail to dodge it. That's not the case for auto-attacks.
Reducing damage on ranged auto-attacks I can get behind, but reducing poke that typically costs mana isn't fair to the mana-user at all.