What makes an ADC different from an assassin? [Long]
Let me preface this by saying I like how League is currently and I don't want to change any of the champions as they exist right now. These are just my own thoughts on how the various champion classes are balanced against each other and other ways it can be balanced as new champions are added.
Let's start with how Riot defines the assassin and marksmen classes:
Assassins - Champions able to get in to a protected or vulnerable target, do large amounts of damage in a short window to kill them, then able to get out.
Marksmen - Champions with limited mobility but superior range and damage scalings, allowing them to do the highest overall damage in extended fights.
From these definitions we have a clear distinction: Assassins have short windows of bursts of power they need to play around, and marksmen have long windows of sustained power. Okay, that seems reasonable. But to what extent is this realized? Does the actual gameplay conform to these definitions?
How do Fizz, Zed or Talon match their assassin definition? Well, their kits have more mobility in them and their damage is on their abilities mostly. So in practice they can make more picks using their mobility and their damage is gated by their cooldowns and mana/energy. The "short window" part is fulfilled as well as the get-in/get-out part. That more or less fits the definition of an assassin.
What about marksmen like Cait, Draven or Jhin? Well they're ranged for one and have low mobility since most of their spells are damage focused. They also have the highest burst and sustained damage in the game after 1-3 items due to their superior scalings. Okay. Long range? Check. Low mobility? Check. Sustained damage? Check. Highest burst? Hmm..
But I thought assassins should have the edge in short windows?
Wait, how can you have superior sustained damage but not also the best burst damage? ..
^^ This is the question I think needs to be asked whenever a marksman is designed. Jhin in a way fulfills this since his attack speed is gated. He has great damage but it's inherently spread out over time through this attack speed limitation, hurting his burst but not affecting his overall dps.
There's actually multiple ways to achieve this trait of lower burst but higher sustained dps. Another that comes to mind is a champion that utilizes accuracy as a stat. Meaning if they have 70% accuracy but 50% better damage overall (meaning 120% effective damage), they would be doing large amounts of sustained damage over the course of many auto attacks but be quite unreliable in duels vs. assassins and fighters who's damage is guaranteed and consistent. The crit mechanic already does this to a lesser extent, this would just be a further expression of it.
Another way to further differentiate the two classes, going with the theme that assassins tend to be melee, is to nerf a marksman's damage at shorter ranges. There's many ways you could do this. As inspired from another member on these boards, you could have a marksman with a long rifle that can't shoot when in melee range but instead starts hitting enemies with the butt of the gun with a slow attack animation. Or you could have a champion that can't attack at short range at all but has small movement/displacement spells that allow them to increase the range when needed.
Overall though I think League strikes a nice balance. These are just ideas to serve as inspiration for future champions to more fully embody their roles and make each class more defined, varied and interesting to play as an against. Thanks for reading!
4 second CD Q, down to 2.2 when isolated, 160 + bonus 110% AD damage, up to 264 + 180% bonus AD when isolated. Often builds 30 or even 40% CDR.
4 second CD Q, 210 + 120% bonus AD damage, as well as an auto attack reset for an extra 100% total AD. Often builds 30% CDR and takes 10% in runes (I believe, due to how important people say CDR is on him and because he needs ult to gank successfully most of the time.)
6 second CD Q, 160 + 110% bonus AD damage, up to 320 + 220% bonus AD damage because reliable crits because tanks are slow and after the first one he'll be in melee range (not to mention he can probably engage just by walking up to them and throwing a W). Also an auto attack reset for 100% AD more damage. Also often builds 30% CDR.
4 second CD passive, 3 CD E, 4 second CD Q. 60 + 60% bonus AD + 45% AP heal on passive, to make up for squish, 100 + 50% bonus AD + 65% AP damage from second passive hit. 190 + 80% bonus AD + 60% AP E damage. 270 + 95% AP Q damage as proc is guaranteed if Akali sticks on them in an extended fight.
. They are also melee, meaning they get more base MR than ADC's.
AD assassins, for the most part, are tankier than ADC's. ADC's do not buy a 400 health item second. 3k health Rengars and Talon's are pretty common, although the Zed's and Kha's seem to stay at ~2.6k health. This means assassins are nowhere near as squishy as they should be. I blame Cleaver - the health buff AD nerf was actually a buff to assassins because they have plenty of damage from other sources.