Let's Create Health Assassins
Okay I am first going to talk about the difference between Assassins and Black Mages within RPGs like Final Fantasy and Bravely Default, and even though this is player vs A.I. there is a better balancing for Assassins on a PvP standpoint. So assassins in these games are typically fast and in league terms this will mean they are mobile and deal a lot of damage over multiple hits rather than bursting someone something league does not have on their assassins rather they have fast characters and high burst which for a healthier assassin it should be fast/mobile with constant damage in short intervals rather a burst factor granting the opponent the ability to react. I should talk a little bit about the Black Mage where they are both slow but deal huge burst damage in single blows something league has correctly where you look at champions like Anivia or Malzahar where they are obviously immobile but have heavy damage and in some cases high utility too.
With everything said, I just want to point out that Riot has it mostly correct in terms of good balancing for mages, over time some number adjustments is fine; but over all mages are in a good spot balance wise and probably is the most balanced class within league. Whereas Assassins on the other hand are quite the opposite, they are either in a status of blatantly overpowered and no one wants to play against them or completely useless.
Let us look at what an Assassin does overall is neutralize their target and make them a non-factor; this is something to keep in mind for league, but we need to remember that one shoting someone is not good gameplay. Using the neutralization factor can work however so in a way we need to come up with some kind of new unique utility that involves denying the opposing backline from dealing damage and forcing them away from the teamfight, and remove ALL assassins from being anywhere close to one shoting someone, but make assassins' damage about doing multiple intervals of damage in short time spans to grant a denying / zoning factor in teamfights to in a way neutralize their target(s), but create a healthier gameplay rather than this super mobile champion coming out of the fog of war and one shot their target.
Overview:
- Assassins having 'gutted' damage, and possibly lower end cooldowns so that assassins need 3-5 strikes while high damage immobile mages have their 1-2 strikes to kill targets for the most part.
- Possibly some kind of unique utility for assassins to grant a denial system within teamfights; but the system involves making every single assassin un-able to essentially one shot or two shot anyone, and require a lot more shorter instances of damage.
- Assassins shall be consider the most mobile of champions, but again very low damage with possible high DPS through their spells so that despite being fast they need many, many, many hits to deal the same damage an immobile mage can do in one spell rotation.
Leave your thoughts and discussion on this topic on how to create a healthy assassin for league of legends; because as satisfying one shoting someone on this super mobile champion from fog of war this is not healthy for the game and no where near fun for the one on the reasoning end; so assassins need to be made low damage for their mobility and have a distinct difference between Anivia, Malzahar etc and Leblanc, Zed etc.
~ Stacona