Hah. I WISH melees had that kind of dueling potential with ranged champions.
Nah, the Jedi analogy isn't accurate... that suggests melees can actively defend themselves from the ranged champions' attacks; they can't, the best they can do is passively absorb the shots and try to endure through it.
Nah, the Jedi analogy isn't accurate... that suggests melees can actively defend themselves from the ranged champions' attacks; they can't, the best they can do is passively absorb the shots and try to endure through it.
Tell that to Coleman Trebor. (aka first clip)
hey, he blocked one
hey, he blocked one
gets nerfed
so he's Fiora?
This is what happens when you have a MOBA and choose not to have turn rates on champions.
Turn rates feel clunky and I hate them. I honestly hate the games that do use them.
I agree completely, but they do serve a purpose and are the major factor in why ADC can just kite forever in LoL.
As if. That flying Vayne is just going to kite the living hell out of poor Jedi Bruiser Cho'gath and then go on to kill the entire team with the same technique. Poor easily kitable, melee bruiser Cho'gath with your disgusting skill-shot based damage

every game whether it be tabletop or video game has problems with this situation.
I made a poor nid player cry in warhammer 40k, the first time I played in a new area because of this. I did try very hard to warn him not to do what he was doing, but he ignored me. So I can't feel to terrible about the results. Their area had grown to use a very cheap cover system. My area grown to destroy anyone with cover potential. The first turn he moved everything forward, my first turn I unleashed the templates and pie plates. I think the game lasted a grand total of two rounds before he gave up.
Sadly I see the same thing in league. There isn't an easy fix for it. I think the only safe way to do it would be to give Melee more jump/charge potentials for getting into combat, and less escapes for ranged characters.
You forgot the part where Jango gets his head cut off.
I play almost exclusively Ranged champions, so I admit I'm biased. I've never really liked the way they handle or their mechanics. If you want to limit a ranged champion's ability to kite you all day long, then I'd suggest implementing a 15% slow for 0.1 seconds after attacking (or numbers in that ballpark).
This way the ranged champion gets to chose between trying to kite you and possibly getting caught or just running for the hills and try to get out alive. Worst case scenario, it will reduce the number of shots you take while getting kited.
You forgot the part where Jango gets his head cut off.
I play almost exclusively Ranged champions, so I admit I'm biased. I've never really liked the way they handle or their mechanics. If you want to limit a ranged champion's ability to kite you all day long, then I'd suggest implementing a 15% slow for 0.1 seconds after attacking (or numbers in that ballpark).
This way the ranged champion gets to chose between trying to kite you and possibly getting caught or just running for the hills and try to get out alive. Worst case scenario, it will reduce the number of shots you take while getting kited.
We had something similar on Randuins. Was deleted cause anti fun and toxic even though it was more than countered by an item with 1/6 the cost and no item slot.
Yasuo windwall can now move confirmed