fixing assassins?

TheHappyDUCKY·2/15/2015, 7:36:23 PM·1 votes·560 views

so mobility being the problem with the assassins seems to be a big discussion. And "how can a mobile champs get as much or more damage than someone with no mobility?" Altho that is a valid point because cant run from assassins so easilly and some with free mobility not targeted to an enemy such as leblanc cant really be chased either.

Why dont we change mages instead. The counter to mobility is hard cc. Give mages better cc to deal with assassins.

Assassins get burst and speed but we only really see mobility creep while we dont see to much CC creep.

How the cc should be implemented im not so sure. im thinking the cc should be single target as to give them a means to fight off mobility and not just substantial buffs to team fight Ability. How much counterplay should the cc have tho. Is it fair to just slap on a bunch of targeted cc that cant be dodged. Or should they get more cc on skillshots (which effectively means that the counter to mobility can be countered by mobility) these are the questions.

Is this the wrong way to go about this? Should we really put restraints on assassins or should we give the mages better tools.

1 Comments

67chrome2/15/2015, 7:52:32 PM1 votes

Is this the wrong way to go about this? Should we really put restraints on assassins or should we give the mages better tools.

I'm 99% sure assassins being mobile is not an issue at all, in any way.

Assassins are designed with mobility as a core concern of their kit, and often have plenty of dissadvantages that are thematic with what mobility does and does not bring. In the most basic sense - assassins are poor team-fighters but exceptional duelists, where mages, marksman, supports, and especially tanks tend to be amazing team-fighters and lacking duelists.


Mobility grants a significant advantage when an opponent can only take out 25% of your HP before you're on top of them. Mobility doesn't grant nearly the same advantage when 4 opponents take out 25% of your HP each in the same time span.

Due to the same principals - range gets significantly more powerful the more allies you have around. As does crowd-control: a 1 second stun when you can take out 25% of a target's HP is ok, a 1 second stun when 4 members can take out 25% HP each is pretty oppressive. Area-effect is also obviously better in large-scale battles. Finally - burst is useful in large fights, as having all your damage front-loaded into a 1~2 second time-frame means you'll probably get to use all of it, where having it spread out over 10 seconds means diving in at the wrong time or eating CC in the wrong place will eradicate a big part of your damage.


As assassins tend to be single-target, have the lowest amount of CC on average (and frequently no CC at all), and are usually always melee - they come with a pretty clear weakness in overall use.

I'm pretty sure most games are won or lost off of a large team-fight over a string of 1v1 duels, so that's a pretty big weakness assassins have to contend with. One that subsequently helps them stomp public games more reliably than most, but still.


Anyways - to make a long post even longer, the issue with Mobility would seem to be giving fairly large, noteowrthy mobility to champions that do happen to have a lot of AoE, CC, and range to begin with, lacking the significant draw-backs champions like Akali have.

Another way of phrasing that is OP champions are overloaded pretty much everywhere, mobility alone doesn't make or break a champion.