- There needs to be a really obvious start and end to an Assassination
- The Assassin must lack the tools to instagib a Tank
- The Assassin must have an active tool to keep them alive if they use that tool correctly
- The Assassin must have some other way to contribute to the team if they fall behind
- The Assassin should not have scaling based on DPS
1 is like Nidalee's Spears or Zed's Death Mark; if they're targeting you, you will know exactly when and how they are coming. This gives the reacting player time to set up somehow; maybe hug a nearby Tank or Support, activate Zhonya's or Mercurial Scimitar, time CC to the Assassin's arrival, etc. I'll cover "an obvious end" with point 2 and 5. With an obvious Death Flag however, it does give an open door for players to play around.
2 is the damage triangle. In the most basic of terms, Tankiness should beat Burst. If you wanted to kill a Tank, you shouldn't be playing an Assassin, you should be playing a Marksman or certain Fighters or Mages. Giving an Assassins the tools to kill a Tank in one rotation instantly defeats the purpose of using a Tank in League, and you don't want that because trust me, you don't want that. By following the basic underlying principles of the game, no Assassin becomes inherently broken, in this case by having the ability to kill whatever the hell it wants.
3 keeps away from the problem Talon faces, but if it's not obvious to you, here is a greatly over exaggerated example: Let's say we have a champion with exactly 1 HP and the ability to instantly teleport to and kill any Marksman that gets within a 700 range radius of it. We could say it does its job perfectly, instantly shutting down the enemy team's DPS. But, it will instantly die if it dived the enemy team due to its one health. If we consider that an obvious pattern of assassination is fair for the target to actively defend themselves if they play right, it should not be hard to realize why that then necessitates that an Assassin needs some way to stay alive if they play right. It also helps avoid the Feast and Famine problem, as devoting an entire skill to defensive utility can cap an Assassin's late game while also giving them ways to not fall into the pit of Famine.
4 and 5 work in tandem with each other, Feast or Famine. We've all been on the boards for a while so I assume everyone already knows what that means, and so I'll just compare it to these two points. If the only thing an Assassin can do is kill somebody and they fell far too behind to actually kill somebody, they instantly become complete deadweight to the team. That's bad. If an Assassin has the potential to also become a true Hyper Carry on top of deleting squishies, that is extra bad. Maybe the Assassin in question is a great split pusher, has long range wave clear to defend towers, can farm the Jungle easily, or offers non-stat based utility (oh wait we already have that
). Done right, this can help define the Assassin class within itself (Burst Akali and Burst Diana are the same champion, essentially) and makes sure that for the hard to balance job they work with, we have some cleaner and much more balance friendly tuning levers to play with.