State of the Game - Balancing Marksmen
Lately I have seen a lot of complains about the current state of Marksmen in the game. A lot of people claim Marksmen deal too much damage, and have too much Life Steal. In my opinion, you are not wrong, at least not entirely. To understand this we need to go back to the role of Marksmen.
What are Marksmen?
Marksmen are ranged sustained damage dealers, they are supposed to deal the most damage per second when ignored, and should succumb easily to crowd-control, zoning and burst damage. They have to itemize intelligently, choosing to sacrifice Damage-Per-Second (DPS) for survivability.
Marksmen also serve as effective siege tools, able to damage structures from afar, and are the most suitable to build armor penetration on, since they can utilize their range as a safety barrier, because armor penetration items provide no survivability stats.
So, what? Marksmen are OP OP
Well, here is my opinion on how to balance Marksmen, which will also cascade into other roles, in order to accommodate the change.
- Marksmen should have the most DPS when not interrupted.
- This means Marksmen should itemize effectively with Attack Speed items.
- This also means Marksmen should not be able to deal large amounts of damage when interrupted.
- Marksmen should be vulnerable to crowd-control, and burst.
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This means Marksmen should not have insane sustain. Life Steal is not an ability Marksmen should have, it should be an ability Juggernauts and Fighters have.
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This also means Marksmen should sacrifice DPS in order to build defensive items that mitigate these weaknesses, not increase their DPS, items like
and
should feel really bad on Marksmen
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Marksmen are not Assassin's they should not be able to one-shot any one, literally anyone. This should be relegated to Assassins, and fed burst Mages (notice the caveat, FED and BURST mages).
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On the other hand, Marksmen should be the best at dealing with Tanks and Juggernauts. They should be able to reduce bonus Armor to nothing, dealing stable damage to Tanks and non-Tanks alike.
- To achieve this Marksmen itemization should ideally be: a) Medium attack damage, or % Health Damage. b) No critical chance, at ALL this stat should be Assassin only. c) Attack Speed. d) Only % Bonus Armor reduction.
How does this all fit together?
Assassins should get access to high attack damage, critical chance, and flat armor reduction. These stats would make assassin more risk-reward characters. On the other hand, they would be useless against tanks, losing all % health damage and % armor reduction.
Juggernaut's and Fighters would get medium attack damage, % armor reduction over time, and life steal. Letting them stay in the fray more, dealing medium damage. Less vulnerable to burst.
Control Mages should get Medium Ability Power, % health damage and % magic resist reduction over time (Think of an AP
), but they can't burst, and their DPS is limited by Cooldowns.
Burst mages would get flat MR reduction, and high-AP items, but higher Cooldowns, having to prioritize their spells correctly, or risk losing team-fights. And they should not focus tanks, or be able to one-shot tanks.
This leaves Marksmen to deal DPS, equally to all targets, % bonus armor reduction that increases over time, if left unchecked would mean they can deal the same damage to tanks and to non-tanks alike, they should also have high-attack speed, and medium mobility and damage. However they have no critical chance, which means they also can't one-shot squishies, and they don't have flat armor reduction.
Conclusion
This is just my opinion on how to redirect the meta, and roles in the game. Limiting % and flat resistance reduction by range or something like that could be a solution.
What do you think about this?
Do you agree with these ideas? And how would you change the meta?
), they really don't deserve lifesteal right now.
, while also granting ward detection and waveclear...
Same for adc, whats the point for playing sivir when her main strengths, aoe damage and waveclear, can be achived by any adc with
/
? Even her ult can be simulated by an support item if really needed
...