User blog comment:Care Level/Let's Talk about Melee v. Ranged./@comment-1330314-20140727151009/@comment-1330314-20140727202036

There isn't really a way of "reverting" mobility creep: unless you're planning on reworking every mobile champion around a completely new playstyle that does no involve gapclosers, taking away their mobility would just break them. The problem with mobility creep isn't so much that there are too many champions with gapclosers, but that this mobility has, so far, been consistently undervalued: most mobile champions don't really make any significant tradeoffs for their mobility, and so end up just doing more than less mobile champions. The solution here wouldn't be to remove mobility, but to revalue it so that every mobile champion would make a significant tradeoff for their gapclosers (not necessarily a nerf, but a rebalance, as with 's recent changes).

You're also not really grasping why fighters are overloaded: the problem isn't just with them being overloaded in order to deal with ranged champions (including mages, and not just ADCs), but rather that they have too much power placed into their stats and too little placed into their abilities. The end result is that practically every fighter now is a ball of stats, with few high-impact moments built into their kit, and therefore less potential for interesting and distinct expression of power. It's also why top lane battles turn into "slap fights," as Ghostcrawler put it: rather than focusing on the interplay between abilities and mechanics, top laner duels tend to be stat-offs, with the victor being the one with enough raw statistical power to make their opponent keel over first. This is also the issue with ranged versus melee: rather than being able to hold up to ranged champions through counterplay and the use of abilities to either mitigate damage or exert power over their target, fighters are just made to be tanky (which makes everything less effective against them) and pervasively a little too strong in melee (which allows them to kill people once they're in range). The end result is a binary fighting scenario, in which either the ranged champion wins by virtue of kiting the melee champion to the point where the latter can't do anything at all, either the fighter auto-wins once they get to stick to the ranged champion for a little while.

The point is, for fighters, and especially AD DPS champions, to work well, they need to have power shifted away from their stats and into their abilities. Champions like, and  are "successful" AD DPS fighters because their abilities allow them to outplay ranged champions while still giving their opponents plenty of opportunities to outplay them as well. Champions like and  are (mostly) well-designed bruisers because their play patterns have clear moments of strength and clear windows of vulnerability. These are the models AD DPS and bruiser champions should follow in order to make healthier and more interesting contributions to the game.