An Answer to Assassins' Absense of Utility
#Introduction TLDR In the answer section
In League, Assassins have always been problematic to balance, because their nature makes them inherently feast of famine. They lack the utility to help their team when behind, and their only contribution to the team is killing essential targets. Riot's recent class reworked primarily aimed to lengthen the burst window of assassins, in they succeeded in doing that, but the issue is that if assassins are not able to quickly kill those high damage priority targets, those targets will kill them. Their high mobility may allow them to escape and, depending on the champion, even attempt another assassination. However these opportunities are few and far between and further more the available outcomes are still feast or famine. The other main goal of the reworks was to nudge 'utility' into assassins' kits. Assassins clearly can't have access to heavy CC, and enhancing effects simply have little coherence with their kits. So Riot gave them mobility tools and a few vision tools. But despite the interaction with team-wide elements (like map-wide vision) these mostly provide the assassins themselves with ways to flank teams, set ambushes, and achieve their objectives. (This is a good thing BTW) Those objectives still have the same all or nothing outcomes. Take,
for example. He is a bit Diver-ish as he lacks the mobility to escape situations, but that simplifies an encounter.
#An Example
If Rengar aims to kill the enemy adc, both who are neither too ahead or behind the two most extreme cases are:
A. The Adc is caught out alone, Rengar obliterates them at essentially no cost to himself B. Rengar charges headon into an enemy team, and is locked down and killed
Its generally agreed that these situations are fair, adcs should be dependent to some degree on their team against assassins, and assassins should have to think a little in order to assassinate.
The rest of the potential outcomes occur within teamfights and can be surmised as the following:
- Rengar outpositions the adc and eliminates them, removing their dps from the fight - Success
- Rengar fails to completely kill the adc, but someone else finishes them off - Effectively Case #1
- Rengar fails to completely kill the adc, but they are forced to back, removing their dps from the fight - Marginally better than Case #1
- Rengar fails to kill adc, and they lifesteal thier health and remain in the fight, maybe blowing some cooldowns from themselves and allies - Failure
- Rengar fails to withstand the onslaught of peel and fails to significantly damage adc, maybe blowing some cooldowns - Marginally worse than Case #4
As you can see there are effectively two outcomes: Complete success: The adc's dps is nullified, or Abject Failure: The adc's dps is maintained.
#The Problem
There are two barriers between Failure and Success. First is access to the adc, which is dependent on a combination of positioning of both teams, vision of both teams, strategy, and the kits of the assassin and target. The second is the razor-thin feed or famine barrier of: does
have enough damage to cut through the heals shields and health, and kill the adc. The extreme differences in the cases on both sides of this barrier is why assassin mains can complain about adcs being to hard to kill at the same time that adc mains can complain about assassins killing them too easily. They can both be true at the same time, because there is NO MIDDLE GROUND. You can't semikill an adc...
But what if you could?
#The Answer (An Answer?, An Idea.)
In general the importance of an assassin succeeding at their goal, is that the enemy team's primary source of dps (the adc) is gone. If they fail at that, they've had no effect (As you're probably tired of hearing me say: Feast or Famine) So what's an Intermediate Case? Their dps being halved (or cut to 75%, or whatever numbers you want). And what form of utility (something assassins lack that contributes to Feast or Famine) has been woefully underused? Debuffs. So imagine replacing Case #4 in the example, with: Rengar fails to kill adc, but the attack has crippled them, and while they can still fight, thier contribution is severely hindered - Moderate Success. Some might say debuffs haven't been used because they're 'unfun', but really what situation is better as an adc player: Modified Case #4, or Case #1?
(TLDR; Allow Assassins to debuff enemies, debuffing their dps (Effect scales with damage dealth) for a significant period of time)
#Implementation
So how to go about integrating such a mechanic into the game? Firstly it should be an effect so its application can be controlled. It also should be target bound so it doesnt make assassins great duelists. If it reduced AD it would affect too many champions, Crit and Attackspeed are the two other main dps factors for adcs. Debuffing attackspeed has the added benefit of inhibiting kiting, which makes positioning more difficult. Clearly this still leaves an adc player with options to survive the ordeal, but simply pressing right click on minions to lifesteal back health is no longer a feasible option. In terms of debuff length,
's spirit vessel provides a good example. If the debuff is integrated into champion kits then there is less chance of abuse, but it's application may be be strange. Putting it in assassin items, makes it a buy in option, but it runs the risk of opening up abuse by other classes. It likely should scale with recent damage done, so and severly damged adc is far worse off then a slightly nicked one. There are other nuances that would need to be solved, but that is the principle of the idea. Thank you for reading through this wall of text.
Edit #1: Oh I almost forgot, Upvote if you hate Yasuo!