So can we all agree that the state of melee carries is busted as hell?
I'm serious Riot, this isn't funny anymore.

What do all these champs have in common?
Absolutely no reason to ever build glass cannon.
If you guys have seen me around here, then you know that I adore glass cannon
. I love making skillful plays dodging around stuff, diving in while risking my life, and pulling off awesome kills knowing that I could easily just explode in an instant if I mess up even a little. Even I realize that building straight AD on these guys is beyond dumb and only handicaps my team.
"The Melee Problem". It's been around since League was in Beta. What is it you ask? Well to put it simply, melee champs serve no purpose in this game since ranged champ are always safer and better. DOTA used the Turn Speed mechanic from the RTS games that MOBAs were created from to help balance melee vs ranged combat by giving ranged units a meaningful window where melee champs could engage on them if they positioned well. League decided not to use this and it has been plaguing balance from the earliest Beta to today.
"But Turn Speed suuuuuucks"
Yes, but so does the AD Carry instantly snap-pivoting and critting you in the face after all the work you did trying to flank them.
Crazy champs like
were made because taking ranged champs like
top lane was so damn abusive that it almost wasn't worth picking melee champs for any lane but jungle. And now we have
ranged Junglers too. Champs like
try to alleviate the problem but still wind up being horrible for a lot of people to play against. On older champs, it was that Tanky DPS fighters were big balls of stats and couldn't be stopped if they build enough stats. On newer champs, it's that they have the mechanics to not need the huge stats at all...which might actually be worse.
**The root cause of all of this is that there is no weakness to being ranged that melee champs can try to exploit. Having slightly higher base stats means nothing when ranged champs auto-win through built in mechanics alone. Riot, you cannot just keep making melee champs have more and more overloaded kits and trying to top yourselves in this area every melee champ release is getting insane. And "Juggernaut" items like
and the reworked
that let melee champs get tanky while still having good damage is just a bandaid fix at best and is only making the issue worse really. Glass cannon builds aren't the norm because, quite honestly, they suck and no amount of base damage and ratio tweaks is ever going to make that build path worthwhile - you might make it the only path that works but that will only bury those champs harder than you buried
, Eve-tier
, and pre-rework
. **
We can make proper melee carries work, but we need to do something about Ranged vs Melee interaction first. If the only way to kill them is to instantly gap-close and 100-0 them in 1 second or just plain never die, then we are always going to have this problem and at least half the roster is going to be either God-tier or Trash-tier with even the slightest buffs, nerfs, or item changes and will always be the slightest push from becoming utterly broken.