Part 3:
So this section isn't generally about marksmen, but there would be ramifications on other classes if marksmen has the role I think that they should.
Assassins:
Assassins as-is would not be able to thrive in a world where they cannot burst marksmen because marksmen build defensive items in laning. In my opinion, assassins should not burst even the squishiest champions from full health in <2 seconds but they should remain "burstier" than other classes. Instead, assassins should emphasize their role as "map controllers" and cleaning up fights. I definitely think assassins should feel extremely mobile and can have a lot of power fantasy in having the most opportunities to inject themselves into fights everywhere around the map, with a lot of power coming from the element of surprise. I also think they can also have more abilities to control the map like
's boxes instead of having all their budget in burst.
I think lethality items would also need a significant revamp, especially since assassins will no longer have access to
or
and tank slaying should never be the assassin's role. I can imagine
being acceptable on AD assassins if they absolutely need to deal with tanky opponents (but it should be a big investment that discourages assassins vs tanky team comps).
I think lethality and magic pen should be merged into a hybrid/adaptive stat. The items themselves would not necessarily be hybrid (not suggesting adding AP to
for example) but the lethality stat would equally amplify the assassin's physical and magic damage, which can be a big deal for certain champions
and can make their builds feel more fluid. I like the utility effects on certain lethality items, like Blackout on
and the mobility (translates into map presence which feeds into the "map controller" emphasis) on
and I'd like to see those effects played up and the pure burst power budget played down somewhat.
I would love to see a new lethality item which is specifically designed for assassin split-pushing, which could be some sort of "saboteur kit" which can be activated to deposit land-mines around the map. The mines would be used strategically to defend an escape route for the split-pushing assassin. I think that the mines could also be placed on structures and detonated to add extra DPS to structures (keep in mind that I think turrets should be buffed beforehand).
Tanks:
I think tanks should be significantly buffed on one hand, but the added
tools in the hands of marksmen should make tanks remain manageable. I also think mages should get new DPS DOT items which would also keep tanky champions manageable. I think tanks should be generally stronger than they currently are, but it should be possible to effectively deal with them as long as you bring mixed damage and build against them.
Fighters:
I think fighters are fine as they are. If they can reach a target, they can crush them, but they can also provide a defensive meat-wall for their back-liners. However, as long as a marksman or DPS mage is protected by allied controllers and a front-line, they should have the tools to kite and soften up enemy fighters to allow their team to take them down. I think fights should often revolve around the front-liners (tanks and fighters) colliding until one line shatters from the combined damage of the other front-line plus the back-line artillery (marksmen and mages) whittling them down, or if an assassin or diver manages to disrupt the enemy back-line, causing the formation to shatter prematurely so that scattered targets can be picked off.
Mages:
I think standard mages should be viewed as back-line artillery in the same primary category as marksmen, and they should be roughly equally viable in the same lanes (mid and bot). Mages should provide a bit more CC and AOE damage on average and marksmen should provide a bit more single target DPS and maybe slightly more vision/mobility, but they should feel pretty interchangeable beyond damage type (physical/magic) output differences and extremely different playstyle feels (so they would still have separate learning curves). Marksmen can already spec into AOE with
but I think mages are still lacking in good DPS/DOT and single-target DPS/resist-shred itemization to give them better playstyle variety depending on their builds. I think we also need a new mage champion added who is essentially purely single-target DPS/resist-shred, since we have a decent number of CC oriented marksmen with comparable CC to mages already.