Range, and How to Balance It
Season 4 is almost over and Pre-season 5 is just around the corner. This is the perfect time for wide scaling balance changes, so let's take a look at one of the most difficult issues to wrangle; range. The problem with range in LoL is this: There are no meaningful disadvantages for the huge advantage of range.
Yes, melee champions are given better stats to try and compensate, but that method is flawed since those increased stats mean nothing if you can not apply them by closing the gap and then sticking to ranged opponents.
This issue results in a section of champs that is both just plain better than their melee counterparts, and almost required for every team comp. With the recent nerfs to their natural predators (assassins), buffs to several ADC items, self-peel built into more champion kits, and the overall impotence of tank items (which is neither the fault of tanks or marksmen, but bruisers) ranged champions rule the rift. This is terrible in several ways, the foremost being staleness. Keeping the vast majority of melee champions off the rift because they can't compete with ranged attackers will result in seeing the same chunk of champions all the time. There's over 100 different champs in LoL, so variety should never be a problem. Even
, the supposed "immune to poke" guy doesn't actually become immune to poke until later on in the game instead of during the laning phase where he would need it most.
So how can we weaken the impact of ranged champions and make the rift an equal opportunity battleground for melees while still having range play a unique role in battle? There's several ways we can accomplish this, and I'm sure there's more that I haven't thought of.
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All champions have a maximum auto attack distance. But what if champions with a longer auto distance also had a minimum distance as well? This would create a "doughnut" shaped AoE for ranged champions, where they could not attack threats that are in melee range. This would still grant them all the benefits of range, but also grant them a significant weakness to be exploited and used as counterplay. Naturally, this would buff some ranged champions like
and
and possibly
as they could retain their ability to auto attack at close range as it is part of their identity to get up close to opponents. -
All champion auto attacks have a 100% accuracy rate unless under certain conditions like blindness. What if we give all ranged auto attacks a chance to miss? Naturally, this miss chance would only be valid against other champions and not against jungle creeps or minions. Some discussion would have to take place as to whether or not this miss chance should apply to towers or inhibitors, but the point would remain the same: If you have the advantage of range, you also get a chance to miss. You'd have to take the good with the bad, instead of just taking the good as it is now. Perhaps some ranged champs like
or
could have a lower miss chance than others, due to their identity as being accurate marksmen. -
Ranged attacks do less damage to buildings (tower, inhibs, and nexus) than melee attacks. This would decrease the ability of ranged champions to more easily damage and take objectives than their melee counterparts.
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New itemization that closely follows the same line of thought as
. These would be items that are only purchasable by melee champions, but don't have good enough stats to be purchased in all situations. These items would be tilted more for helping negate ranged harass. This could be something like increased health regen when struck by a ranged auto attack similar in effect to a
, or an active that grants damage reduction for just long enough to grab a few CS.
The goal of these changes is to give more meaningful disadvantages to ranged champions, and may even promote team compositions that do not require a ranged ADC. (I don't think we've had effective compositions like that in League for a long time, if ever)