Why is lifesteal equally effective for ranged and melee characters? Should it be different?
Not a lot of body text on this one; interested in opinions from both sides.
I started thinking about this because it struck me as a potential way to balance some items around the ranged/melee physical damage carry issue. Many items, such as Guinsoo's and the Hydra items, attempt to gate power differently between ranged and melee characters, but I'm wondering if there are ways to build that into the stat system that wouldn't break the game.
So, what are you thoughts on letting melee's have bigger lifesteal? For the sake of consistency in the conversation, let's assume that melee's get 100% of the benefit of lifesteal items and ranged carries get a smaller %. What's a ratio that you think would be fair to both melee and ranged (assume you are allowed to modify the lifesteal % on items, too)?
If you think this would break the underlying game framework fundamentally, please explain why. What's so wrong with it that it would never work, no matter what the ratio was?

is situational at best, and while the proposed new changes would help, I'm pretty sure already they'd do it in a way that you're already alluding to being broken. There needs to be more viable non-drain tank survivability in the game generally, especially if tier-level drain is going to keep getting nerfed as a principle because it is so often problematic. Why is there no combination of armor or HP and AS? Why isn't there a viable tank build option for
, especially now that the lineup has been made a one-of? Are there reasons that these kinds of items might break the game, or has it simply never been tried?