Quote:
Originally Posted by Wezz
If they did this and have success, it makes you think the state of melee carries or melee DPS in general needs some serious work(imo).
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The state of melee DPS is hard to balance in the first place.
There are a lot of factors to consider.
Obviously the first factor to consider is the fact that they are melee. Usually compensations that are given to melee champions are gap closers and CC. However, champions who are actually meant to carry and deal a lot of damage can't be overly tanky either.
You end up easily getting to the point that the melee carry either is way too powerful and can deal with people in just a couple of shots or they didn't get what they needed and get CC'd to death before they are useful. This is exactly what we see happening with Yi and Fiora and it's almost near unfixable.
Darius is actually a great example of what I'd consider a good melee DPS. The longer he is able to stay in someone's face the more his DPS goes up. This is a rewarding factor that makes him want to play a specific way. However, his front end burst isn't necessarily overpowered either. If he had the burst that R-ADCs had then he'd just be insanely broken so instead he has ramp up time.
For melee DPS to provide something meaningful to the game while still being controllable they need to be on the tankier side with a ramp-up time. Even Vi is an example of this. The longer she sits on someone the better she is. It really is one of the only ways that she can be good. Jax might be the single best example of this paradigm.
World of Warcraft dealt with this slightly differently by giving Melee DPS a **** ton of silences and CC. The only problem with this is health pools don't translate well especially when you consider 5 other people also being able to do the same thing.