Two Ideas to help Melees without completely fu**ing over Ranged

ProfDrDeath··7 votes·1,010 views

The top laner meta in the World Championship led to a rise in prominence of ranged champion picks in the top lane. While the data shows that melees are still the most popular champions up there (7 out of the top 10 are melees), a number of ranged champions has risen in popularity (Jayce Kennen ).

While daydreaming/being deep in though in the bath tub, I had two thoughts for items that could benefit the melees in the ranged-melee match-ups without utterly screwing the ranged champions over - after all, a good part of this forum wants diversity in the champion picks, as well.


First idea:

Some kind of active item that generates a linear skillshot, using the "initiating channel" animation from Dominion, properly paced to fit the auto-attack timing of the champion using it.

The active would only damage minions (as to not be abused as a harass tool) and feature a moderately low cooldown (some 20 seconds, lowered for nearby enemy minion deaths, reduced to 5 seconds if the shot is blocked by a champion). It could deal the user's AD + a part of his AP as damage. Also, it would have no upgrade paths.

This item would serve as a farming tool, to give melees a bit more tools to farm in an asynchronous match-up. However, it would be less useful/useless for direct champ-to-champ combat, which could be enough of an incentive that only those who really need a ranged farming tool would pick it up.


Second idea:

This is inspired by the King of Shadows from the Games Workshop Lord of the Rings Tabletop. Basically, this character had an aura-effect that made him really difficult to hit from a greater distance.

Basically, it would be an item line that had a Mimic of this Shadow Cloak effect as a passive.

Unique Passive - Shadow Cloak

  • Reduces damage from auto-attacks originating from farther than ~300-350 range away by a %-based amount. This effect works on-hit, meaning also affects Mystic Shot and Parley.
  • Against champions who have an item with the Unique Passive - Last Whisper, the damage reduction is only half as effective (to mitigate the strength of the effect in the late game).

In-game, the effect would be visualised by a faint gray-to-black circle (think Rengar's Jump Circle when in brush) if you bought an item with Shadow Cloak. This circe around your champion is also visible to ranged enemy champions (and Gangplank), together with a distinctive visual effect (maybe something with a shield?) if the enemy's auto hit you and was reduced in damage (for visual clarity).

This effect would serve to protect melees somewhat from damage they would not be able to retaliate against, but would also allow ranged champions to close the distance if they wanted to avoid their damage being reduced. Optimally, the damage reduction's range would be set up in a way that allowed ranged champions to still kite the melee a bit if done skillfully, but not for an endless amount of time.

The effect would be on an item line that would not give Armor (no double-dipping!). Also, the effect should be somewhat out-of-reach for tank supports, at least until the late mid game.


What do you think about these two ideas? Bull? Workable? A lot of tuning required? Do they hit the purpose or can you see more potential abuse cases?

11 Comments

ModWulf Helhammer4 votes

Those actually aren't that bad

Jadmaster51 votes

for the first item, the range top lanes have good poke, and that's what they are designed to do in lane, because after laneing phase they are reduced to their cores, for instance jayce is picked up because of his ability to bully people out of lane and get good long range snipe pokes... if that damage is reduced in lane it would cut his (limited) effectivness, aswell as his late game poke since I (skarner/hecarim/tank jungler) main would always pick up thus item every single game. as a flat% reduction that doesn't lose scaling is incredibly btoken as a front line tank vs a poke comp, I just build your shadow cloan item and a warmogs and I counter your whole composition single handedly

Jus my 2 cent's a's a jungler main

Ralanr1 votes

What if the second idea just passively effected top lane in general so it wouldn't hurt teamfights?

Jadmaster51 votes

that would trigger a lane meta shift of adc going top lane

ProfDrDeath1 votes

Hmm. You mean, like an aura on that part of the map for the first X minutes of a game?

Could be a possibility, too. Main problem I see with that is ranged vs ranged match-ups, where both champions would enjoy the protection from each other. But that might not be a bad thing, either.

Spicy Rice1 votes

They both sound to be pretty good items, but i have 2 questions for you.

For the first item, were you thinking of it being a starting item?

and for the second item, whats to prevent it being abused in bot lane?

ProfDrDeath1 votes

First question: Yeah, basically. Either starting item or something to get on your first back if you needed to start with something different.

Second question: Basically, first possibility would be the price tag - the item should be in range that makes it disadvantageous for supports to get it early. Second possibility would be to tie the effect to something like the Assassin Mastery until your champion reaches a threshold level - supports level slower, so by the time they reach that threshold, laning would be over.

Perma CC1 votes

Sounds like a horrible idea. You sound like a salty player that mains melee champions and is sad that melee's struggle early game. Thats just how melee champions work. The items you suggested basically counter the core weaknesses of alot of melee champions which is having a weak, risky early game and then late game becoming brusier or tank gods that can 1v5 and never die. Sorry these changes will never happen. :P

Critmaster Garen2 votes

[{quoted}](name=The Transcendent,realm=NA,application-id=3ErqAdtq,discussion-id=T0IQ5zjQ,comment-id=0004,timestamp=2016-10-14T00:54:45.879+0000)

Sounds like a horrible idea. You sound like a salty player that mains melee champions and is sad that melee's struggle early game. Thats just how melee champions work.

so remind me again. are marksmen supposed to be early game champions, or lategame champions now? because it sounds like you think they should outperform melees early game, and kite/dps basically everyone down lategame.

so when is the phase when theyre supposed to be weaker?

@op: the second item should probably be a 400 gold starting item. with such a passive it should be quick to pick up and otherwise not too slot efficient to make people get it mid and lategame.

Perma CC1 votes

Jayce is a ADC and a Bruiser. Thats his entire theme. :P and kennen is a mage.

MunchCrunchLunch1 votes

well haven't ranged been superior to melee since season 1? the only reason we don't have 5 ranged champions (which does happen sometimes) is the fact that some champs need to face tank the other enemy adc. empower their own adc. and protect their own adc. or jungle effectively. and utility. or mixed damage and not just have all ad.

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