#Ranged characters in the offlane

19 messages · Page 1 of 1 (latest)

low owl
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Idk if this has been addressed already but I think it's a really bad sign that offlane has a lot of ranged champs being played in it. A simple remedy to this would be a melee only item or crest that reduces damage from ranged champs by a percentage. Something that will allow melee offlaners to survive the early laning phase and be able to make it out of laning while not completely suffering and being unable to catch up.

I understand counterpicks are a thing but counterpicks should never feel like an unplayable experience. By being a better player I should be able to off set the disadvantages and sadly unless my jungle proceeds to gank a ranged mage/carry in the offlane which probably won't happen since they need to focus Fang prio, the lane itself feels horrid. It's incredibly unsatisfying and just makes me want to uninstall. It'd also be one thing if offlane was designed for range and melee but by omeda's standards there isn't a ranged offlaner in their offlane tab. So please I beg add something to help with ranged matchups.

near rose
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No. Characters can be played anywhere. It’s the junglers fault for not ganking that ranged offlaner permanently.

Ranged offlaners are absolute dog water against any team with an IQ above room temp.

EVERY ranged hero in offlaner is easy farm for a jungler. Jungler should be ganking that shit 24/7

low owl
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Cool so lane is dependent on jungler. That's so healthy

opaque star
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I do agree that playing into ranged offlaners doesn't feel the greatest. It's not really a difficult matchup as most of the time it is used as a crutch that relies on the melee offlaner being impatient. Like stated before, the best way to counter it is to have a jungle recognizes the weak pick and force the range offlaner to play pushed up by freezing the wave.

The important part is to not die for farm. Stay back and don't take too much poke until you're level six and can all in them while in the meantime, focusing on counter building their champion i.e. physical or magical armor, life steal/regen, and tainted for Morgesh. As long as the ranged off laner doesn't get incredibly far ahead. They then fall off completely during late game team fights as they don't have a frontliner to protect them.

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I think the only way to truly fix it and make it less frustrating would be to somehow rework how minion aggro functions as it's very easy for them to manipulate the wave without much penalty. Since they can auto you once and pull the wave towards them without taking much damage which is more of an issue in my opinion than them just being able to poke you as you walk to the wave.

low owl
# opaque star I think the only way to truly fix it and make it less frustrating would be to so...

yeah something to make it a more skill ful matchup instead of just perma waiting. I don't consider "have jungle perma gank" a solution because of all the other neutral objectives the jungler has to account for. That "solution" ignores our own player agency in which we should have. Like I stated earlier the lane should never be in a state where I can do nothing except just sit back. Sitting back is a horrible option because if the range player is any good they are just going to zone you and build a massive lead

lavish pelican
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idk people overplay the problem cause only 0.2/10 players are able to lose a lane gracefully

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dont die and farm under tower, get to objectives same lvl 20cs down, win game cause enemy team has a shitty teamcomp with a ranged offlaner

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gg go next

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its only a huge problem if the ranged offlaner gets fed in lane, that should only happen if the mellee trys to 1v1 him in matchups that dont favor the mellee

snow stone
near rose
snow stone
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Too many players think it's viable.

opaque star
# low owl yeah something to make it a more skill ful matchup instead of just perma waiting...

The jungle doesn't have to permanently gank the ranged offlaner but it's also the jungle's role to recognize what lanes are easy ganks. The offlaners agency in that situation is managing the wave not winning the 1v1. Also playing offlaner doesn't have to mean sitting in your lane the whole game so if you are losing the match up you can rotate to apply pressure in other areas early game.

snow stone
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Frequently see games with 3 ADCs because they get away with it enough. It should be punished. Anything about "skill expression" and "high skill" is just cope for the underdesigned nature of the game.

Roles should not be arbitrary.

low owl
low owl
alpine spade
sonic nest
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I've already written about this in another feedback post. It's no fun as a melee fighter to have a ranged fighter as an opponent. It's boring and often a problem for casual players.

In my opinion, something needs to be changed with the towers. The minions stay in front of the tower, and to fight them, you have to stand in front of the tower. The enemy can attack you as a ranged fighter and won't be targeted by the tower because the tower's radius is too small.
I have four ideas for what could be done.

  1. If you stand in the tower's zone, you gain physical armor (perhaps also magical armor) to better withstand attacks.
  2. The radius of the tower is made larger, like on the legacy map.
  3. Move the tower so that the minions stand differently in front of the tower, so they're not within range of the enemy when they're outside the tower's area.
  4. The tower stays where it is, and the minions position themselves somewhere else, just like in point 3.
    You can consider whether these ideas make sense.