Brainstorm Thread: Ideas for abilities/mechanics to make melee more fun/viable
I was reading through a recent thread posted in by Ghostcrawler where, among other topics, a discussion about melee champions came up.
They don't mind melee's. They might have a hard time balancing melee top laners, though, but that doesn't mean they hate em.
Exactly. We are trying to formalize (for want of a better word) what strengths melee should have to help them offset the huge advantages that ranged champions have. The traditional solutions have been that melee are hard to kill, or they really mess you up if you fail to kite them. Both of those cause a lot of balance problems though. The first means melee slap fights are boring. The second means that melee vs. ranged encounters can be binary -- either the melee zeroes the mage, or the latter escapes.
I thought it would be a good idea to create a thread where people can post their ideas for new and interesting melee interactions. This can be anything from items, abilities, kits, interactions, etc.
My idea: To start off the thread my idea is to give melee dps champions something to do when they are cc'ed. It seems that one of the biggest issues with melee is how easily they are kited or locked down. I was thinking it would be cool if melee champs had abilities that changed based on the status of whatever cc they are under. This would give them an inherent strength that ranged dps don't have.
For example say a melee dps closed the gap but got instantly stunned, they would gain a new set of abilities for a short time during the cc that would allow them to contribute meaningfully to the fight. Perhaps a buff to their nearby allies or some sort of reactionary offensive ability. These new abilities would not have the raw power of their non cc'ed abilities but would allow them to DO something to meaningfully contribute.
This idea is not completely fleshed out, but hopefully others will be able to expand on it or provide some feedback and criticism.
Edit: Also for clarification, this would not be a cc removal. The target would still be fully cc'ed (can't move, auto attack, or use their normal abilities, while stunned for instance) but would have a completely new set of abilities (probably not high damage, I'm thinking more utility) they could use to contribute to the team.
(This includes all forms of damage output and related things, such as Physical/Magic/True Damage output and frequency, cooldowns for offensive spells, etc etc. This may also include CC, as CC can enable you and/or your team to go on the offensive, score kills, objectives, and win the game as a result.)
(This includes all defensive stats and defense-related things, such as Armor and Magic Resist both base and per level, Health Regen, base Health and HP5, stats on defensive spells, etc etc. This may also include CC, as CC can be integral in keeping you and/or your team alive.)
(General range at which they prefer to and specialize in playing at in comparison to other Champions, in terms of both auto attacks and abilities, and for how long/often they play at that range.)
(This includes anything that allows the Champion to move outside of their basic movement and movement speed. MS increases, dashes, blinks, gap closers and escapes, etc. As the game evolves, 'mobility creep' becomes a very real thing, and it's beginning to outshine a lot of older "traditional mage"-like Champions. Mobility is a very necessary attribute to have nowadays, and the lack of it calls for an excess of something else to compensate.)