Balancing Attack Range and Movement Speed

I Feast Tonight·11/17/2018, 2:20:10 AM·2 votes·1,730 views

I have noticed a general problem that affects just about every champion in League of Legends. That problem revolves around attack range and movement speed. I am going to list 10 champions' statistics involving these 2 things.

Caitlyn 650 attack range; 325 movement speed Mordekaiser 175 attack range; 325 movement speed Maokai 125 attack range; 335 movement speed Brand 550 attack range; 340 movement speed Darius 175 attack range; 340 movement speed Thresh 450 attack range; 335 movement speed Olaf 125 attack range; 350 movement speed Nautilus 175 attack range; 325 movement speed Velkoz 525 attack range; 340 movement speed Zac 175 attack range; 340 movement speed

Do you see the problem? While it's not always the case, there are many ranged champions that are faster than melee champions. Now, these numbers have a pretty small difference when it comes to movement speed, but the gap enlarges when you consider how not only are most movement speed items percent increases, but there are also more movement speed items for ranged champions than melee champions. This makes a gap that keeps getting bigger and bigger until a melee champion has around 380 movement speed and a ranged champion has around 420 movement speed.

So, it's pretty obvious that the higher one's attack range is, the lower the movement speed should be, but what numbers should they be? I have worked out a series of numbers I think would be balanced. Another note, I think it is an unwise idea to go above 600 attack range as you would be able to use Rapidfire Cannon to attack a turret without ever getting attacked back.

AR: | 125 | 145 | 165 | 185 | 205 | 225 | 245 | 265 | 285 | 305 | 325 | 345 | 365 | 385 | 405 | 425 | 445 | 465 | 485 | 505 | 525 | 545 | 565 | 585 MS:| 375 | 370 | 365 | 360 | 355 | 350 | 345 | 340 | 335 | 330 | 325 | 320 | 315 | 310 | 305 | 300 | 295 | 290 | 285 | 280 | 275 | 270 | 265 | 260

With the changes to these numbers, it would not be necessary, but would increase the potency to also adjust the number of movement speed items that are meant for melee champions versus ranged champions. item 3100 item 3041 item 3046 item 3094 item 3800 item 3085 item 3087 item 3095 item 3071 item 3078 item 3142 item 3907

With this update, it would cause another problem. Turrets simply don't pose enough of a threat to ward off divers. Some updates to turrets would need implemented. These are changes to 3 statistics I would implement. (Important note: ordinarily, the damage and armor and magic resistance increase over time, but I don't see any need for it as time brings turrets.)

Turret: | Outer | Inner | Inhibitor | Nexus Damage: | 200 | 225 | 275 | 325 Health: | 3800 | 3600 | 3300 | 3000 A/MR: | 60 | 60 | 60 | 60

10 Comments

iiGazeii11/17/2018, 2:47:50 AM2 votes

Have you considered that many melee champions have more health and/or more attack damage than ranged champions? Range and movement speed aren't the only factors here. For a lot of melee champions, their attack hurt a lot more as a reward for being able to get that close, and they actually have the HP pool to get that close. There's also mobility to keep in mind. Even though Vel'Koz has the same movement speed as Zac, Zac can easily get himself into melee range or out of a dangerous situation, but Vel'Koz is incredibly immobile.

As far as turrets go, they're getting updated in the next patch. More damage, and the first turrets have more health and additional armor/MR that gets stronger the lower they get. Making the turrets later on more powerful would slow down the game considerably and basically force a team with a decisive advantage to also take Baron in order to close it out.

Slythrin Umbreon11/17/2018, 2:27:28 AM1 votes

Part of the problem is that some of these are just bad examples. Morde specifically has less MS then he "should" because that's more or less just how he's "supposed" to be. There's probably a better way of putting that, but it's not that Cait's speed is too high, Morde's just slower then Melee. On purpose. Is what I'm trying to say.

Many of the other melee champions you mention are tanks, and have low MS because they have some REALLY powerful gap closers. If anything, honestly Maybe Zac's should be reverted lower...

And on the other hand, Brand and Vel'koz are faster then most other mages because they have poor methods of defending themselves compared to most other mages.

Mordepool11/17/2018, 6:14:30 AM1 votes

Im very surprised you didnt include Hyper Mobile Irelia