Riot, you need to hold the marksman class to the same standards of counterplay.

Dasdi96··199 votes·6,373 views

You keep talking about how every class should have counterplay, except you don't hold adcs to this philosophy. Mages have skillshots that can be dodged, assassins have delays, and tanks/fighters are kitable. Yet, there doesn't seem to be counterplay to adcs doing obscene levels of reliable damage from range. The biggest example is Twitch. You gave rengar a warning from far away as well made his damage delayed, yet twitch does the same thing as pre rework reneger except from range and aoe, so he doesn't get insta focus fired when he appears.

184 Comments

MysterQ27 votes

But but they so squishy. Ignore the fact that they kill you in 3 seconds. Ignore the fact that they heal to 100% in 3 seconds.

Bârd19 votes

3 seconds is much longer than you seem to think it is.

If you're exposing yourself to a late game ADC for 3 seconds without some way of killing them (either yourself or through follow up), that is a massive mistake that warrants the 0-1 trade you're making.

Also, you're overstating the sustain on ADC's. Because on hit builds are the meta right now, the only big lifesteal item most AD's are building is BorK, which isn't a whole lot.

Enchanters are over the top right now, but that's a different matter.

MysterQ14 votes

Just watching the game, Cait was definitely chunked out and then she definitely came back to full health before a wave even reach her.

Bârd9 votes

"The Game"

MysterQ10 votes

EDG vs C9. Sorry thought this was another thread. Draintanking is beyond dumb. Although that was just hitting rndom things to keep sieging, no need to tank when the other team can't get within range to do anything under turret.

DarkRitual8 votes

That was pre-nerf Censor. The comment is not relevant withoutthe on-hit heal on Censor that we've had on live for half a month.

Sraeg201332 votes

Ignore the fact that they kill you in 3 seconds.

You mean 1.5 seconds.

Dessem6 votes

That long?

Spicyman2318 votes

There isn't much to counter when a Talon leaps over a fucking wall and busts you down before you can react or escape.

Paroe54 votes

{quoted}

There isn't much to counter when a Talon leaps over a fucking wall and busts you down before you can react or escape.

Talons an AD assassin. If you look, its generally only AP assassins that are getting this mandatory, kit affirming delay.

yeulx9 votes

i only wish they made some ap assassin items like lethality idk if its just me but yeah

Durzaka40 votes

Talon has it too. His Bleed increasing damage over time for higher delayed burst.

Zed's big burst is also delayed.

Infinite Saught8 votes

His big burst is also inescapable without Hourglass, Bard, or Kayle ults. It's also most certainly unavoidable with how quickly he can stack up that big damage w/ a skill rotation of at least a second.

Sraeg201310 votes

You are also completely free to lifesteal, heal and/or shield the entire burst.

Infinite Saught6 votes

That's mitigation. It doesn't necessarily stop all of his burst like invulnerability does. Most of the time you don't have access to those options.

Sraeg20133 votes

So it's either invulnerability or nothing?

What?

Infinite Saught4 votes

If you're a mage, that's just it.

Sraeg20131 votes

I dunno, I always take Seraph's over Zhonya's as it allows me to not only block most of his ult, but also fight back in the process.

Infinite Saught2 votes

I don't believe you unless the Zed was bad or the game was drawn out to the point where that could happen.

Sraeg20133 votes

Quite the contrary it's the late game when Zed's ult outdamages Seraph's shield.

Zhonya is pure garbage unless you have your team right on top of you when the stasis ends.

Votable Jester4 votes

{quoted}

Quite the contrary it's the late game when Zed's ult outdamages Seraph's shield.

It takes most mages quite a while to stack up to that Seraph's, and in the meantime, the Zed will still be able to obliterate you.

Sraeg20132 votes

[{quoted}](name=Votable Jester,realm=NA,application-id=3ErqAdtq,discussion-id=Q3Ayhzum,comment-id=00010000000200000000000000000000000000000000000100000000,timestamp=2017-10-16T06:21:52.866+0000)

Yeah that's a reeeeally long time in this meta. You also lose out on early damage.

"Early damage". What early damage?

You're going to dump the gold into an armor item otherwise.

Umbra Ionia35 votes

So...like the autoatacks?

DarkSunSovereign5 votes

In lategame he can oneshot with QEauto in under a second... Much delay.

Blackstone016 votes

Yeah, plus AP assassins don't get all the fancy assassin oriented items that AD assassins got. I think the reasoning for no new flat AP pen items was mages may abuse it cause those lethality items weren't abused at all.

GayFluffyUnicorn6 votes

And talon is bullshit as well but you get downvoted anyways. Assassins are sooooo bad right now. Katarina and talon are the biggest failures of this rework since nothing changed. Both pure bullshit, both oneshot no counterplay when slightly ahead. Leblanc is her own cancer and needs to get reverted tbh. Fizz is okayish i guess. Akali needs a full rework.

Sraeg201311 votes

Katarina is worse than before, it's just people are all "omigud, she's better now", because you need more than 2 braincells to succeed. Fizz with 2 items can RQ or EQ a carry.

Somebody Love Me5 votes

Kat's daggers take time to land before she gets the damage. Those are her delays. She can and has been oneshot by ADCs before the dagger even lands. Her daggers are very predictable and avoidable.

Old Kat had no counterplay and was feast or famine af. If she was ahead, gg, behind? GG.

Now, if she's ahead, you can play against her by positioning well, and denying her dagger damage on you. If she's behind, she still has opportunities to get back in. She has an actual skill expression now. She also feels much more satisfying to play. She truly was the best of the reworks.

Daunt17 votes

How was Katarina's rework a failure exactly? You do get that nothing was suppose to change besides their added delays and more skill expression, which they did deliver on. Katarina doesn't one shot you unless she's fed, her daggers are really telegraphed and dodgeable. If anything, Riot stated that they think Kats rework was the best out of the bunch.

Try playing her before talking bullshit cause that's the only thing you do on these boards.

Catastrop1 votes

The fact that Kat is the best one is just fact at this point. Kat is the Queen of Pentas, and while she is still a bit face roll imo, she doesn't instagib you on sight anymore.

Everyone else just got extreme changes to their kit that completely alienated their playerbases and made them just....worse than they were before.

Thryale5 votes

as an ex-kat main, I really dislike the new kat. Not because her burst is delayed, (which is annoying) but because she feels extremely clunky to play now. :/

Daunt5 votes

When i look back at the old Kat i can't believed i mained a champion that was so one dimensional. Now she finally feels mechanically intensive and fun.

The clunkiness might be coming from the fact that her Q and E have a short cast time that sometimes feel bad but overall she's so much better than what she was before.

Bârd12 votes

summoner 21 summoner 7 item 3026 item 3047 item 3072 can help you survive the burst.

item 3190 item 3109 summoner 3 from allies help.

You can also just summoner 4 away during the travel time of Talon's Q.

DuskDaUmbreon4 votes

So two summoner spells, a 5 minute cd revive, a shield+sustain that actually doesn't do enough for you, or an item that doesn't reduce 80% of the incoming burst anyways. So counterplay. Such survive. Wow.

Romans VI XXIII4 votes

item 3361 are a wonderful thing, the difference is they don't counter twitch like they do talon/zed

Carnicore5 votes

God forbid an assassin can assassinate champions

xelaker12 votes

ya'll need to use more realistic adcs in your examples... yes the 22/3/4 Twitch is gonna kill you at the 13 minute mark...

Karn Bishop25 votes

like Jhin one of the few marksmen that actually follows riots philosophy? i agree lets make all adc more like jhin.

Auz the Ripper17 votes

I’d be game as hell, I love jhin.

Karn Bishop12 votes

weird usually when i make such a suggestion i hear adc mains shouting alu akbar in the distance running at me with a machine gun for daring to speak blasphemy.

I agree though, more adc like Jhin, ezreal, graves. less like twitch.

ModCaptainMårvelous11 votes

Just give every adc some sort of reload/ammo system.

Some are like Jhin who have a static reload time. (Caitlyn Draven ) Some are like Graves who can speed up reload time. (Vayne MissFortune ) And some can be like Ezreal who technically has infinite ammo but has to rely more on abilities. (Xayah Lucian )

yay nibbers5 votes

I always thought Draven would be perfect for the reload/ammo system. Give him two ammo, but give him back one ammo every time he catches an axe.

abbbez4 votes

well to be fair that's what draven is as of now :), just that if he misses one of his axe his auto will just deal less damage.

The Yetii Rider11 votes

Each class has something unique to them. For marksmen, that uniqueness is reliability. Enchanters get ridiculously powerful CC, to the point where none of them are allowed to be viable in solo lanes except Lulu (sometimes) Mages get absurdly powerful AOE damage from range and the best mix of offensive and defensive itemization in the game Assassins get the best target selection, though Riot has yet to define what target selection actually means. They also have yet to explain exactly why assassins have such better target selection than divers, when almost every diver has a point and click gap closer. Divers have burst, mostly because they haven't had a class update to take it away yet. Juggernauts have absurd levels of damage. Disgusting, insane damage along with their sustain. Skirmishers have the most powerful defensive abilities in the game. Their kits flat-out say "fuck you" to everyone else's abilities.Yasuo Fiora Gangplank MasterYi Tryndamere Wardens and Vanguards have resistance steroids which make them durable as fuck. Catchers have that bullshit displacement nonsense. I think Disruptors are no longer a thing for some reason? In any case, a disruptor gets to blow up an entire lane with a single CC abilityAnivia Zyra Taliyah Battlemages's uniqueness is that they get to break the rule that mages aren't tanky and tanks don't deal damage. AP assassins cry because Riot doesn't give a shit about them.

Teridax6811 votes

First off, I completely agree with this, I think one of the biggest issues with League right now is that marksmen have been conspicuously spared from the waves of drastic reworks we've received in the name of counterplay, when the class has always been among the least interactive in the entire game. The greatest change we've got was during the Marksman Update, and even then it only focused on giving marksmen more variety and options (not to mention straight-up buffs), instead of improving how the class could be outplayed by others. Reliability is not an excuse, and I don't think it's even really a valid justification: no class should be defined by their reliability, as reliability is one of those factors that will always be preferred over all others (especially because it implies lack of outplay potential against the player). Marksmen may rely on one of the most reliable mechanics in the game, i.e. autoattacks, but that should be all the more reason to make the rest of their power all the more unreliable. Instead, marksmen tend to have some of the most reliable abilities in the game, including on-demand steroids, cheap and easy free-targeted mobility, and point-and-click crowd control (which itself includes hard CC). This urgently needs to change.

One thing I appreciate in the OP is that it lists the different ways different classes have counterplay, and I very much think that updating the gameplay of marksman will require giving them their own unique counterplay: delays could help on some effects, but can't hold up all the power of a class based on persistent, point-and-click ranged damage. The same goes for skillshots, and kiting is obviously not an option. What marksmen need, I think, are more conditions to their power, where they can't access the kill potential they have now unless they work for it. Part of this could be through the implementation of win conditions, i.e. conditions where, if met, you get access to a power boost (e.g. Ashe's Q, which requires autoattacking a bit first). The flipside to this would be loss conditions, where if the enemy fulfills a certain requirement, the marksman loses power (Miss Fortune's W can be outplayed by forcing her to focus a single target, for example). Many abilities are likely to be a mix of both, such as Draven's Q, which has both a win condition (i.e. go to the right place to catch your axes while also fighting your opponents) and a loss condition (impair Draven's movement at the right time and he won't be able to catch his axes, which will cause him to lose a ton of power). Additionally, double-edged effects could be a great way of giving marksmen immense power with comparably huge tradeoffs, which the enemy could exploit: Jinx's Q is a miniature version of this, where she trades off range or attack speed in order to access the other. The idea behind Kog'Maw's reworked W, in which he'd gain massive DPS in exchange for total immobility, had a great idea behind it, if it weren't for Kog's damage output killing even tanks before they could approach him.

Point being, the foundations upon which marksmen can be made more interactive are already there, they just need to be developed further and ramped up to 11, in that much more power should be stowed away behind those effects: marksmen right now suffer from a tremendous lack of variety in gameplay, and are back to competing with each other on raw stats (in this instance, with who gets to abuse Ardent Censer the hardest), in large part because ultimately all of their power boils down to just raw autoattack damage via the same items and stats. Unlike abilities, which are all completely unique and heavily customizable, autoattacks tend to be extremely consistent, and usually vary only in specific numbers (e.g. AD, AS and range), so while marksmen should be dependent on them to output power, they should be using them to do interesting things, and not just attach as much pure, generic power onto them as they can. This will mean taking a look at many of the marksman steroids and abilities we currently have, and implementing much more drastic changes to the way each of them autoattacks, so that they really get to contribute in a completely unique way (Sivir's Q could easily be a permanent modifier to her regular basic attacks, for example).

Harry Dresden3 votes

Remember when "ADC in 2017" was a meme?

Daunt35 votes

Remember when ADCs weren't actually weak and were balanced but some tanks were just out of line? Yeah, i remember.

Blackstone013 votes

Or how that shit would get spammed because a solo ADC pushing out to farm died to an assassin? Almost as if the assassin was doing their damn job.

Dexamoru9 votes

I remember when roles other than 'Marksmen' could 'carry' the game. I remember when LoL was a League of Legends and not a League of protect your marksmen.

sky blower2 votes

Counterplay is simple: Burst him in 1 rotation before he has any chance of healing back. Most AP champions and all assassins can do that. If not, you have item 3157item 3142 for another rotation. For tanks, builditem 3075 aka: Fuck you ADC. Enough for you to survive for a while. Besides, ADC are designed to shred tanks.

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