That melee vs ranged buff

MalignMetal·10/27/2019, 4:17:23 AM·2 votes·873 views

People have been wondering why Toplaners aren't excited for these much needed changes. The toplane melee buff to end all melee buffs. What a joke

The reason why toplaners couldn't give a shit about the buff, is because its literally garbage. It does nothing to change the central issue of being completely invalidated as a player in champ select.

Playing melee vs ranged feels like numbing rage . Being out scaled & out farmed with no chance to come back. Skill doesn't matter only 1 stat range, matters.

Its remarkable how riot thinks a shitty amount of regeneration fixes it.

Remember season 6 when you began to cater to marksmen for 2 years. Remember how that ended? with toplaners quitting the game in droves.

When you play a game and your contribution doesn't matter it forces player burn out over a long period of time.

These lip service buffs won't fix the Ranged vs Melee problem.

They could add a " lone melee" specific buff to a Tower resistances gold over time fucking something.

Riot you can't solve the issue with shitty little changes. Shame on you for pretending that this is some BIG FIX. It's nothing, everyone knows it's nothing.

14 Comments

Eedat10/27/2019, 4:41:17 AM5 votes

Think this more has to do with a onetrick who thinks that because their onetrick is countered by ranged that all melees lose to all ranged

Keiaga10/27/2019, 4:23:31 AM3 votes

I win most of my games laning against a ranged top laner as a juggernaut.

Its lose lane win game for melee vs ranged top lane

HeresyHorus10/27/2019, 4:41:00 AM2 votes

This shitty game needs turnrates so badly.

And a melee Penality for ranged champs.

Then mobility creep can be addressed (like adding significant cast times to dashes) as it will not be a necessary evil due to ADCs and ranged autoes supremacy.

Go see dawn of war games on how they handle melee vs ranged stuff. It is fair to both sides.

Both have turn rates. Most melee squads have weak but sustained fire ranged subweapon. Long ranged but not instant dashes and with travel time (except a very few but with drawbacks to them). Ranged use a weak melee subweapon if locked In melee combat. Both have have a cc grenade ability to reposition from slight mistakes (not get out of jail free cards since if a melee squads is already deep on top of a ranged the grenade can throw some members in ur escape way do u must use it before getting locked in melee and it has a cast time too for both) .