User blog comment:Care Level/Let's Talk about Melee v. Ranged./@comment-4706772-20140727030420

The reason that range is better then melee in league is because lack of turn rate makes kiting ridiculously easy. In DOTA2, for example, there is turn rate so I order to runaway and kite efficiently you need to have some form of cc, even a weak one on your AA's.in league kiting is too ez and with on hits profs like furor and phage, it is ez for a carry to gain distance while kiting, not to mention all the ones with in kit gapclosers like cait graves Lucian, ECt. As a former dota player I can back up what you mean by me lee carries have to be tanky, but it would also make add a much less complex role. In DOTA2 the carry is usually a bruiser like character, whose goal is to get strong enough to basic 1v5 using almost exclusively auto attacks.( think like a very fed and farmed ad sion who built atma's) It make for fun roflstomping, but a very easy uninteractive and boring time as a standard hard carry in DOTA. All of the range carries get out scaled hard by melee counterparts, usually only useful in early game comps. By no means are they unviable, it's just that ranged Hero's(DOTA CHAMPS) get out scaled and outshines late game in dota. The difference hear between dota and lol is that in dota, it was made so that ranged and melee where balanced so that they each have roughly equal carry potential at different stages of game, (denying is a huge factor in this). Lol on the other hand, wanted to have the add as a more skillful role and thus forcing a ranged adc meta and various obvious strengths to ranged champs over melle one lead to all the complexities that makes adc into such a difficult role. To put it simply, range is OP in lol compare to melee, but this is not something I have a problem with because it make for a much More interesting experience then just right clicking the living crap out of everything.