Riot hear me out; consider making this one change to the game!
Marksmen deal a ton of damage with AAs this season and snowball harder than ever before. While y'all have nerfed and buffed certain ones it's clear that no matter what is tweaked about any single marksmen that botlane is currently a snowball fiesta. The meta is warped around botlane moreso than ever because of this, to the point where virtually only marksmen build crit anymore and everyone else needs to build AP, anti-autoattack items and/or have a lot of CC to stay relevant.
So how about having ranged AA's and abilities that count as ranged AA's do 5% less damage to champions?
Only the damage from the ranged autoattack would be reduced upon hitting champions; their abilities and on-hit effects would still do their full damage to champions. This would make ranged crit builds much less oppressive on marksmen since the vast majority of their damage from those builds is from autoattacks, burst or otherwise, and they would be just as good at dealing damage to everything else (although Baron could currently use a little more health imo). Lethality and hybrid builds would be much more in-line with crit builds for marksmen since their abilities would still do full damage.
With this kind of change in mind:
If any certain marksmen that were recently nerfed were hit too hard by this change, like
or
, y'all could simply revert some of the nerfs you gave them. If this doesn't hit certain marksmen hard enough, like
, y'all could nerf their base attack speed a bit so that their on-hit builds are brought in line as well.
If any certain ranged supports that rely on harassing were hit too hard, like
or
, y'all could simply buff the defensive parts of their kits a little to compensate. Despite supports often being labeled as shield city, people are dying too quickly in fights in this meta to want to engage in the first place and more champions that can help slow down the pacing of fights would help much moreso than it would hurt as they're currently often over before they even begin and the losing team winds up getting in the habit of cutting bait with no way to take a worthwhile risk and come back.
If ranged junglers were hit too hard, like
or
(or Klepto Ezreal), y'all could buff a part of their kit that is already lacking in order to help compensate for how high their AA damage is in fights.
If ranged mages in general were hit too hard by this, including the toplane blowdart yordle we all know and love, y'all could simply buff their base AD across the board a bit as they're mostly abysmal and mages would currently appreciate help last-hitting anyway. Or y'all could bring back Arcane Blade! It could be a 4th middle-tier rune for the Sorcery rune page like the 4 middle-tier runes in Resolve. On second though hybrid carries might love it a bit too much haha.
This is just food for thought - I understand y'all want shorter games and this is surely one tweak that would help teams risk more and interact more as it would help fights be more about taking risks and going all-in and less about avoiding getting attacked by ranged carries in fear of giving them and their team more gold. Everyone would still do the same amount of damage to objectives! Buffs from Dragon and Baron and even red and blue buffs would matter more as teamfights would on average last a bit longer, so the teams claiming those objectives would have the ability to wrap up games just as quickly if not more quickly. On the other hand, losing teams would be willing to risk more, not less, in order to secure those objectives and participate in those teamfights as fed marksmen wouldn't carry so much weight in them so early on giving other teams a fair shot at winning. Also instead of Ninja Tabi more aggressive boots would be bought more often as everyone would already have some built-in damage reduction from marksmen autoattacks. Thanks for reading!
