Accuracy of auto attacks should decrease with distance, giving melees an inherent advantage up close
BUT only against champions. Accuracy should be 100% when attacking minions/monsters from any range to maintain consistency for csing and jg clears.
Why do I think this would be a good addition? Because as of now there's no inherent difference between a melee kit and a ranged kit other than that one is ranged. Range is an inherent advantage with no inherent downsides. It's an intuitive truth that shooting something further away is more prone to error than hitting something directly in front of you.
Adding an inherent balancing factor like this would allow Riot's balance team to focus more on the interesting features of a melee or ranged kit instead of having to endlessly fiddle around with numbers so a melee isn't oppressed when matched against any ranged champion.
There's many melee champions in this game that have little to no counterplay when up close because they have to be. If they weren't given that much power at close range then they would be completely unplayable. Adding accuracy would soften these binary win conditions for many melee champs and allow more diverse melee kits to exist.
Another benefit to adding this mechanic would be a decrease in what has been termed "mobility creep." Melee champions have to have windows of great mobility (or great CC) in order to be playable. This goes back to the last point that when a melee is in range they likely will just win, but if they have no way to get in range then they automatically lose. It's very black and white with not much room in between.
From all this you might be able to see that it gives an inherent advantage to assassins vs ADCs. If an assassin gets in range with their 100% accuracy auto attacks and above average base damage, then they're inherently more reliable in a 1v1 scenario up close. The same is true of tanks vs ADCs. If a tank manages to get in range, then they're above average health/defense also gives them an edge.
Lastly, crit can be reworked to no longer be an item category that ADCs are balanced around. Instead, crit can be a stat that any class can utilize and could be designed to be a rare and niche mechanic that is made impossible to get over 50% chance with. There's no need to devote crit to ADCs if they're range is fundamentally balanced by diminishing accuracy, making them a fair matchup against melees at all stages of the game, not just early and mid.
I hope I've demonstrated why I think this would be a good addition to the game. I don't pretend that transitioning to a system like this would be simple and not require blanket changes on many champions. I think if something like this were added then it would be better saved for a preseason (and not this upcoming one since the new runes will be more than enough to work on).
I'm interested to hear what you think. Share your thoughts below.
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He used to be a classic ADC until he was reworked into this.
for example has such a kit. When ahead, it is not unlikely that you won't even be able to kill him from Melee Range anymore. Then you just need more work done to kill him and play more careful.
It's fine for him to do that cause he is balanced around getting ahead heavily and has other weaknesses for that, but we shouldn't let everyone get away with that.