We need to close the gap between necessary and niche on marksman

Vore Monster·11/1/2015, 7:51:55 PM·2 votes·301 views

http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/AAMKEQGy-the-state-of-marksmen-and-the-meta-explained-the-rework-doesnt-fix-the-core-problems-yet

Since I can't post in beta boards, I wanted to post here.

The post above is an excellent explanation of marksman being too necessary and, since season 1, have been what changes the meta.

Marksman should be built for taking towers and cleaning up fights, but because of their lesser need for exp and being more built around gold for their damage, marksman are needed for tower taking, objectives, and damage roles.

Mages and assassins are intended to be the real damage roles, with their "get in, kill something, get out" mechanic. But with marksman right now, they still get outclassed hrough range and attack speed.

Tower changes aren't going to effect how mages take towers as much as it seems due to the fact their always lacking in attack speed compared to marksman, who naturally build it up.

There post above explains it better than I do.

my propositioncomes in different forms, first is to change overall experience gain by increasing it. If mages level up faster, they will be able to keep up with marksman itemization damage and scaling. This helps them stay in the game and fall off slower. Not only that, but increasing overall exp gain can create different duo lanes such as duo mages, because they will be able to keep up in scaling with the change.

The exp tweaks will not be perfect off the bat, but it would, in my eyes, be worth the several patches of tweaking

My second proposition is to increase mage base attack speed to better allow mages to siege on part or slightly less better than marksman.

My third proposition is to increase ad item costs to bring their scale to similarity with mage levels and itemization. I'm no mathematician, but I think it would help balance out the game.

0 Comments