Correction, ALL combat favors range...
This is a correction to all "x favors ranged champions" posts. Including my own a few weeks again.
The fact is, range itself is an advantage, there is a reason we use guns in real life and not swords. Being able to attack people from further than they can attack you, is in itself a massive, not slight, but HUGE advantage. This has nothing to do with runes, masteries or items. But the basic logic of combat.
Can it be fixed?
Yes! But no ranged mains would like the solution.
A: ALL Melee champions would have to have methods to deal with ranged harass without just hiding behind their tower.
B: ALL Melee champions would have to have ways to get in range and STAY in range if they play right.
C: ALL Melee champions would need to purely just do more damage and/or be tankier when they ARE in ranged so they are rewarded for being in range.
It is as simple as that. Range IS in itself an advantage. I see many players and developers in many games across many genres forget that range(alongside stealth) is one of the biggest advantages you can give to any class or character PERIOD! Not just in terms of safety and defensive power, but also offensive power.
Yes, some melee champions ARE doing fine. But every post about "x favors ranged champions!" needs to understand. EVERYTHING favors range by the very nature of being ranged.
If you can attack from this far away ME ---------------------------------------------- YOU But I can only attack you from this far away ME - YOU I need some method to get that close and a reward for doing so. Otherwise, you simply always win.
(Likewise a ranged champion needs methods to attempt to stay out of melee range.)
Concluded.
Q
will pretty much be rendered completely useless as he HEAVILY relies on his range