What DotA actually did right
DotA reserved most of the significant hard CC for melee characters. Ranged characters actually paid for their advantage in a pure power standpoint. (Keep in mind Melees often have 'bash', which is essentially an RNG stun, directly in their kit. Think old Phage/Trinity, but stuns instead.)
Ranged character hard CC was all very situational, short, or limited in some way. In addition, mobility was often a weakness of ranged characters, with the exception of ones like Queen of Pain, who was a significant problem at various points.
That's without even factoring in turn-speed or BKB, which LoL will never incorporate.
I'm not saying DotA is a better game. It has just as many issues as LoL. But you can't deny that its a solid balance decision.
Ranged should give up other advantages for being ranged.
After that issue's tackled, let's talk about mana and manaless champions and the 'sacrifices' they make.
Can any Rioters give any input towards this outside of the "We're a different game with different design" excuse? Range will always have a huge advantage over melee, no matter what the game is unless melee is simply over-tuned. This is why Ranged must give up certain power, just like melee gives up power in being melee as opposed to ranged.
is melee and rapes Vayne.
Same with
and
.... don't like to use burst? how about
? your arguments are terrible.
she's got a low-cooldown dash similar to that of
or
but with an even better side effect
she's the only ADC with non-ultimate hard CC in her knockback that can also become even harder CC if she hits a wall
and on top of all that she's got the HIGHEST potential damage of any adc?