Why is it okay for Mages and Marksmen to get ahead and carry..
...but not okay when Assassins or Skirmishers get ahead and carry?
So it's okay to be fed and sweep an entire team as long as you have the safety of range. But if you do it as a melee it is suddenly "toxic" and "anti-fun to face".
I'm sorry. I'd much rather have somebody dive my team get CC'd and die than wipe all 5 of us from next galaxy.
Skirmishers tend to have slightly more tankiness and mobility than ranged champions.
Assassins tend to be burstier and more mobile.
But neither gets to sit 750 units behind their tank so they kinda need that. They are also squishy as hell compared to Tanks and Fighters. So they die almost as fast as ADCs and Mages.
Does the community just not know they are also carry classes who do well when ahead?
EDIT: So about 2/3rds of comments consist of "They are mobile". No duh... okay, take that away, now you come up with a way for a squishy, damage based melee to get to an ADC before they kill them with 3 crits... Unless you think the only melees that should exist are immobile target dummies tanky ones that you can easily kite.
EDIT 2: A new wave of comments are "they can outplay you!"
And uhm... ADCs cannot?
In fact it is top tier ADC mains a lot of people think of when they hear "Outplay". I mean don't try telling gosu, sneaky, doublelift, Imaqtpie or other top level ADC mains they cannot outplay people when ahead. Or even behind.
For mages try telling that to faker, hai or any other top tier player that plays mages.
But even down here in Silver I see Lux's outplay Zed's all the time. And Ashe's flashing out of Riven's knockup, stunning her then killing her in about 2-3 AAs while lifestealing any damage she took.
The difference between an Assassin/Skirmisher and ADC/Mage the former is better at solokills when in small fights. Allowing them to be good split pushers. But otherwise does the same job of killing things from a much more dangerous range. Making them far worse at sieges, objectives and team fighting. An assassin or Skirmisher relies on catching you in a bad spot or their tank engaging first. Just as much as and ADC or mage relies on you making a stupid engagement or their tank engaging first.
Both are team reliant. You cannot "carry" if your team isn't in a position to be carried.
And I'm sorry, when the roles are reversed and a Twitch or Lucian is super fed. A Skirmisher or assassin feels just as helpless trying to ever get on them and deal enough damage before they lifesteal it back. As an ADC feels when a Skirmisher or Assassin is fed. That is the price of hypercarry potential. You rely on your team and getting fed. When behind you feel helpless.
At least a mage when behind usually still offers strong utilities. Like my main mages Malzahar and Lux.
Edit 3: The current argument is "counterplay". The counterplay for all squishy carries is the same. Burst, CC, Exhaust, warding, defensive items/lifesteal and positioning. Those things are easier to apply when the attacking champion is melee. Which is why melee champions MUST have some level of mitigating your defense if they play well. Also talk about limited counterplay... ADCs do most of their DPS and healing based on typically undodgeable right clicks from 500-700 range. Mages are compensated by having AoE, burst and utilities instead. Just as mages are compensated melees get mobility and ways to dodge damage and/or CC. That is fair.
And yes. Melees can, if not CC'd or exhausted, escape after going in. Most mages and ADCs never have to "go in" to begin with. Their safety is range. Yet most of them still have some form of escape or CC and items like Scimitar and Zonya's work as well on them as melees.
A large part of why Melees "Can't miss" is because they are in melee range. Ahri is unlikely to miss Charm from point blank either. The difference is she doesn't have to point blank.
Yet to be convinced melee carries carrying is any more unfair than a fed Twitch killing an entire team in a few AAs or a Syndra one shotting somebody from 500+ range.
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, and minions can't be trusted while facing a
but if you mean his E then he still can get creep blocked by his own creeps (which is usually why you miss cs, your own minions blocking you). if his q hits something else first it doesnt apply stuff like fervor, bork, grasp, or even frozen mallet to you. its just to first target
cant?
range means nothing when the gap goes to zero in half a second...

for added safety
