User blog comment:Lukeatlook/Never Go Full Meta/@comment-15244341-20140713203021

Trilane works in Dota because there are normally no junglers and many of the trilane Carries are pretty damn powerful (go die in fire Gyro =/ ) at forcing fights and dealing early damage. Also, the "safe" trilane is normally a duo lane with a support pulling, which means that there actually are two people sapping experience in lane while a support makes sure that the lane pushes to his/her team's tower, so that the enemy laner/s don't get safe farming. The aggresive Trilane goes to killkillkill like kill lanes in LoL, except with an extra support and normally go against dual lanes or other (weaker) trilanes. LoL will never have pulling mechanics (absolutely cool, but absolutely unintuitive and not easy to pull perfectly) so trilanes take 1/3 of the carry's exp, which is shitty. A recent game with friends had a trilane that ended failing miserably because while they did get kills, they were 3 levels behind top and mid and one behind the jungler, meaning the supports were mostly weak in teamfights and their carry was REALLY squishy.

Also, Denying actually heavily favors ranged champions, since they don't risk harass from ranged supports/laners when they try to deny. To further support this point, melees get more experience out of denied creeps than ranged heroes do. The importance of base autoattacks in Dota is really huge too. Supports with a strong autoattack and a smooth animation are extremely annoying if they focus on zoning (Warlock and Dazzle are two of my favourite supports in that sense, their autos are frigging amazing).

It's mostly rewarded to stack gold and fast buy before dying. Most of the times, unlike in LoL, item components are not exactly the best efficiency compared to the full item since completed items in Dota are HUGE powerspikes mostly beacuse passives and actives are actually gamechanging.

However, it all boils down to one thing, in my opinion: Magic Resistance is a rare stat, while Magic Inmunity is easily accesible in one item. This combined with what you pointed (STR heroes get damage+health at level up and STR items not only make them even tankier but give them damage) mean that STR Carries (which are mostly the melee carries) are beefy as hell and with carry items deal a crapton of damage while being impossible to CC (Magic Inmunity means that no magic spells except a few of them have effect on your hero). That or other mechanics (undispellable invisibility on Slark, high passive Dodge on PA and FA, blink+mana burn+magic shield on bloody AM...) make it so that even AGI carries are way harder to kill than their stats would suggest with magical damage when they have BKB.

LoL won't ever get Magic Inmunity (Black Shield is the sole exception and it is a hated spell by many, so imagine that on an item that gave health and damage too) so melee carries will have to deal with it by other means. Right now this means untargetability (Yi, Fiora), massive defensive steroids (Yi, Jax), weird defensive tech (Jax and Fiora dodges, Trynd's ult) or some sort of mobility (Yi, Jax, Trynd, Fiora, Yasuo).

That said, there is a viable melee carry in LoL. It's Yasuo, which is also top a 10 mid laner right now, if somewhat hard to play. Yi's rework also seems to have gone on the right direction and the champion is actually playable (mostly in the jungle with either Lizard or FF, but still) and sort of good in the right teamcomp.