Originally Posted by Thubgar
making items class specific by force is poor design strategy for a game so dependent on choice and experimentation.
there do need to be more melee carry items, but it's better to make them melee-centric through the mechanics than to just stamp "melee only" on them.
Mostly I'd have to agree with this. LoL isn't designed or balanced around class-specific items, so shifting it to a game that is doesn't make sense for the current itemization. And limiting itemization by class generally always seems less fun and akin to a balancing shortcut - which is more annoying than anything else when you are a class that can optimally utilize an item not designed for you better than the class that has acess to it.
Originally Posted by Struddle
Currently Melee carries are not viable and yet there are a few of them and I find that to be devastatingly annoying. If Riot has a certain type of class in the game why would they bother making them unusable in competitive play.
That has more to do with how Riot classifies champions than anything else, and what their definition of a carry is. As far as League terminology is concerned, carry = optimal itemization involves critical strikes. Which isn't necessarily true for Dota, were stacking agility, damage, and strength is more or less what melee carries actually do.
Jax, Irelia, and Xin Zhao are more or less Agility-based carries as far as DotA carries are concerned, and Olaf, Garen, and Darius are more or less Strength-based carries.
Basically, half of the common top-lanners are melee carries if you go for what's considered a "carry" as far as DotA uses the term.
I mean, compare Jax to a melee carry like Faceless Void
- they are incredibly similar champions in their mechanics.
In the end, EHP and DPS multiply each other, and in DotA carries actually got EHP - Agility grants armor in addition to damage and attack speed, and Strength grants health and regeneration in addition to damage. Likewise, the viable melee DPS champions in League can actually afford to get EHP within their itemization for optimal scaling - were champions like Master Yi, Tryndamere, and Fiora have kits lacking in any flexibility for actually building tanky and feeling good by doing so - their "EHP" bonuses involve avoiding damage outright, and their lack of CC, defensive steroids, or burst means that EHP will generally feel sub-optimal on them and detract from their DPS rather significantly. Which is more of a champion design problem than an itemization one, and any items introduced to help these 3 would likely help out viable "melee carries" like Xin Zhao, Irelia, and Jax significantly more.