LoL: How viable is melee DPS?

Master Yi.A friend of mine really likes Master Yi. I try to understand, I really do, but at the end of the day all I see is a toon with no escape mechanism and no team utility. If your opponent is bad enough he can be fine, even great, but if your enemy is mildly competent you’re going to have some trouble. To some extent his problem can be blamed on the fact that he’s melee, and melee toons have it rough. You have to throw yourself in harm’s way and hope you can live through the CC and burst long enough to get your damage in. As one forum poster put it, “when will melee DPS be viable?”

Here’s what Phreak had to say:

Melee DPS poops on kids in Treeline. It’s going into matchmaking soon. Melee DPS being underpowered is simply a function of 5 people being able to burst down 1 melee DPS super quickly. Champions like Udyr, Tynda (sic), and Mundo are able to kite in and out and heal or shield themselves, ignoring a lot of the burst out there. Yi can do similar things with meditate, I suppose.

Mostly, I feel like melee DPS does really well in small battles, and then in the larger ones seems to require a good support champ like Morgana or Kayle to keep him alive vs 5 champions. Otherwise you need to use supreme discretion to get in and out. Generally you should grab Cleanse. Ghost isn’t a bad option either. IMO it’s a different playstyle.

I agree with him for the most part. Melee toons have to choose their battles very carefully, which is why a full melee team rarely succeeds. But played well, I think melee is just as viable as any ranged. Most ranged suffer, in fact, from a reduced health pool or slightly lower damage. I’ve had some excellent games with Nasus, a toon with no escape to speak of, simply through smart play and the Ghost/Cleanse combo. It’s all about picking your battles, and making sure your teammates can help support you on your way to close the gap.

  

D&D Online got the free-to-play model right

D&D Online.Everyone loves a free game, especially a free game done right. Take League of Legends – the game has been around for less than a year and has already been downloaded more than a million times. It’s a great model, but one that hasn’t been as successful in the MMO world. Dungeons and Dragons Online is bucking that trend, continuing to grow both its free and subscription fee paying user base.

Turbine announced that the game has seen more than a million players in growth since the re-launch last September. Paid player subscriptions have also doubled, and the game’s store transactions are blazing along at three times the industry average, giving the franchise a 500% growth in revenue. Can you imagine what WoW’s numbers would look like if Blizzard could pull that off? Are there numbers with that many zeroes?

CEO Jim Crowley summed up the success quite well. “We’ve known all along how great this game is and by implementing an innovative new model that put the players in charge of how they pay and play DDO Unlimited, we’ve successfully expanded our reach and injected new energy into the game. Without a doubt, DDO Unlimited is a hit!”

Source: Kotaku

  

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