@Xypherous "Melee vs. Melee isn't that well explored or particularly interesting"

Critkeeper·7/1/2014, 8:44:15 AM·2 votes·568 views

http://community.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/621miiU8-planned-410-item-changes-attack-damage-attack-speed-wardens-mail-support-itemization?comment=000b0000

Unless the fundamental expectations for what people want out of a melee champion change - I somehow doubt it. Part of this problem is that 'Glass Melee' is an archetype that people expect tremendous payoff for - but currently, there isn't a good way to translate personal skill into better melee combat ability.

You can certainly make complex judgment calls and the like - but on the whole, Melee inputs aren't complex enough and melee combat at its core is fairly uninteresting and thus something has to change fundamentally on what melee combat means before even talking about melee vs. range. Melee vs. Melee isn't that well explored or particularly interesting - for example.

For example, you can imagine a world in which every Melee character had some kind of roll innate basic ability that was slow but could deflect damage. That's the kind of fundamental mechanical basic you would need on Melee in order to have the proper inputs to justify what people expect out of the fantasy of Glass Melee.

Here is an idea to make melee vs melee combat more interesting:

An melee only item that grants a very small (less than 50 even at max, scales with levels) shield on hit that disappears if you have not done damage with an auto attack in the last 4 seconds.

The shield increases in magnitude each time it is refreshed by striking a single target up to a cap (around double or so); perhaps it would take as many as 5 or 6 auto attacks against the same guy to reach that value. If you hit something else the shield defaults back to its base value.

A fight between two melee champions would very much entail who can keep their shield at stacked levels while denying the opponent his stacks.

Since the shields of both champions would deplete if you merely moved out of attack range for 4 seconds, you would want to stay inside of attack range but find some other way to keep your opponent from auto attacking for 4 seconds. That would mean juking in the brush or using some kind of disable or dash in a clever way, or cycle aggro with a buddy. Usually your reward for that play would only be a small chunk of health saved or damage dealt, but with this item the reward is much larger.

In other words, it is a way for melee champions to engage in combat with eachother in such a way that the result isn't preordained based off of who has higher numbers. What this item does is takes the relatively small impact that player skill has in melee combat, and magnifies it.

An item like this one alone would not be sufficient for making 1v1 melee combat a motivating experience, but 2v2 and small skirmishes do become far more enriched. It becomes a game of cycling aggro and keeping track of who has how many stacks on their shield, and what cooldowns can be used to deny stacks and who can refresh their stacks faster via attack speed steroids and such. It could be a very tangled web of conditions and decisions, and that is the depth you are looking for.

5 Comments

CheapShotter7/1/2014, 9:27:33 AM1 votes

Hooray for Yasuo buffs if this gets put in :D

Lneacx7/1/2014, 10:37:41 AM1 votes

50 shield per swing is huge. Think about it: if you duel someone with the same attack speed as you do, then you mitigate 50 damage off of each of their swings. Basically a reverse BF Sword.

But here's the main point: I don't think that's going to change anything. If you're melee, bush juking won't let you get any extra autos off, and no champion has enough CC to stop someone from autoattacking for 4 seconds.

Hyrum Graff7/1/2014, 7:57:11 PM1 votes

Welcome to the league of Jax.

I do, however, like your idea. I don't have anything particularly meaningful to add right now, but I'm interested to see where the discussion goes!