Riot: "Oh right, champion classes! Let's see..."
We've got Marksmen, they do damage from far away, beautiful.
We have Enchanters, they help Marksmen do damage and stay alive, great class.
Wardens! That's a good one. Wardens sit in front of Marksmen and take damage for them. Then there are Wardens that sometimes use their ultimate abilities to start fights before walking back in front of their Marksmen, those are called Vanguards. They used to do damage and sometimes actually threaten Marksmen, so we had to nerf all their damage. They still wouldn't stop trying to fight Marksmen though, so what we did, it was actually pretty cool: we nerfed all their durability and stuck it all on an item that neuters their damage. That way they can't actually get to Marksmen without either dying or voluntarily cutting their own damage down. Brilliant.
We have Burst Mages, they used to be a huge problem because they'd occasionally actually kill Marksmen, can you believe that? They cut that shit out when we nerfed all their items and buffed Enchanters though, and now they serve the very important role of softening up the enemy team for the Marksmen to kill. Absolutely essential role, actually.
Divers actually had the same problem, they thought they were supposed to actually "dive in" and fight the Marksmen, you wouldn't believe it. We didn't want to take their fun away from them, so we just buffed the hell out of Enchanters and now they know on their own to target mages or even just pretend they are a Warden. Feisty little fellows, but they learn quickly if you show them a firm hand.
Catchers...we don't really like them, nasty pieces of work. We managed to trick them into basically playing as shittier Enchanters though, so we're enjoying that. As long as they stand by their Marksmen and peel, we'll leave them alone, and they know that.
Battle mages were tricky. We got a lot of complaints about them, and they're diverse enough that it was a serious challenge to squash them as a whole. We ended up having to rework them one at a time, just systematically removing most of the damage from their kits. Combined with the item nerfs and Enchanter buffs, they seem to have gotten the message and focused on softening tanks up for Marksmen. Seriously, I'm starting to wonder why we didn't pump more power into Enchanters sooner, it's worked wonders.
Assassin's - don't make me laugh. This game doesn't have any assassin's.
Slayers were actually quite easy, we just had to change all their damage to true damage/dps and they went right for those tanks. Worked out great, it happened right when engage-ultimate-Warde...er, sorry, Vanguards...were getting uppity and aggressive.
Juggernauts were the same story. Just stack armor pen and %hp on their kits, create black cleaver, and they sit right between Wardens and the enemy team, beating up any Vanguards or Divers that try something other than peeling. It's actually quite sad watching the ones that still haven't figured this out, their feet never touch the ground.
Seriously though, we think we have something great going here. It used to be a dangerous, limiting game for Marksmen but a combination of buffs, systematic nerfs to all their threats, and a ton of raw power pumped into Enchanters has worked wonders.
in their build?
. I freaking hate Infinity Edge and the crit items and I wish Riot would remove it already and readdress the entire Marksman Itemization line again. I swear to god the way Riot treats critical strike causes more problems than its worth and someday I really hope Riot addresses this so we can begin to get more pick diversity and stop having Marksmen being staple in every single line up due to having access to such insane damage amplifiers. If Marksman weren't always the be-all end all of late game then we might see those odd ball season 1 lanes come back with things like support Annie and carry Nasus in bot.

and
) were unaffected by the assassin rework. So were mages.
:(
