I asked you - you answered. Stuff about marksmen
I asked you and you answered! Here are my results of marksmen identity. Be sure that these points are independent of meta thinking and aim at helping define what marksmen are – not what they should be (plus commentary).
What you said makes marksmen easy to play:
- Most of their gameplay contains right-clicking enemies. They have barely any skillshots or these are easy to hit or just not impactful. They have a very low resource management since their main task is to deal damage which does not cost mana. Since they have the highest damage in the game, they can kill anything pretty fast.
What you said makes marksmen hard to play:
- Being focused requires constant repositioning. Attacking and moving at high attack speed (2.0-2.5) is really hard to do effectively. Maximizing damage output requires minimizing positioning and vice versa. A constant and instant decision making when to prioritize one above the other is required to be effective.
My thoughts: Moving power equally from attack speed to attack damage (mostly from itemization especially in crit itemization) makes them easier to play and opens up the class for more players while still leaving this just as an option. Since the raw increase in AD also benefits ability damage that scales with AD, the new options should be slightly weaker than their AS friends. On the other hand that’d require a rework of the crit mechanic since that requires large numbers of basic attacks to flat out the damage output, but all in all it should be smoother afterwards. On top of that it mathematically the same to have constant damage amplification on basic attacks instead of some really strong attacks and reduces the upfront burst cases.
What you said makes marksmen successful:
- Being enabled by their team/support who provide peel, protection and crowd control, keeping enemies away from their marksmen so they can deal their damage. Since they are polyvalent and can basically do everything related to damage from taking turrets, neutral objectives, skirmishes, teamfights, waveclearing and sieging, they will always remain the mandatory core of any team composition.
What you said makes marksmen unsuccessfull:
- They are constantly focused independent on how far they are ahead or behind. Their constant damage threat forces enemies to prioritize them over other champions most of the time. Since they require to build glass cannon to be effective, they are easy to kill once reaching them. They are countered by assassins who leave little counterplay when played optimally.
*My thoughts: The success of marksmen stands and falls with the support of their team which leaves them super vulnerable outside of duo lanes and their team. Changing their gameplay little bit to increase their own agency opens up marksmen to solo positions which in return leaves more room for duo lanes combinations. I imagine marksmen gaining more tools for self-peel and protection while losing their teamfight value. That makes them less polyvalent and therefore less mandatory to every team composition while also taking away enemy focus from them since they are less of a threat to them. *
What you said makes marksmen fun to play:
- Having a high, constant and reliable damage output feels good when melting any enemies health bars and the feeling of being unstoppable when enabled by their team. Playing on the edge of blow people up or be blown up instantly feels exciting. Marksmen have easy mechanics but are still hard to play effectively, so they have a high skill expression outside of hitting skillshots.
What you said makes marksmen unfun to play:
- Being dependent on the team composition to compensate their weaknesses and not able to contribute much in terms of crowd control or utility most of the times.
My thoughts: Some marksmen mains enjoy being the highest threats in the game who get most kills due to their damage output and be the core of their team everyone else has to play around even though this extreme leads to frustrating situations when teammates can’t optimally play around them when constantly being focused which leaves the marksmen not contributing much to their team at all. In my opinion, a player should be focused based more on their individual performance instead of just what champion they play in the first place. The issue can’t be solved without giving up enough teamfight damage to not be focused mandatorily. In addition to that it could be an option to increase the marksmen’s agency by giving them more tools to work on their own so they are less dependent on their team playing properly than they are now. Again, that comes for the cost of being a reliable ranged high damage threat.
What you said makes marksmen fun to play against:
- It’s easy to kill them when not protected properly and since they are glass canons they just blow up instantly.
What you said makes marksmen unfun to play against:
- Having to wait on cooldowns gives marksmen a window where they can easily maximize their damage output because they don’t need to pay attention to their positioning which makes it really punishing to miss such against them. When they are also protected properly by their team, it is ´near impossible to take them down while they melt everyone.
*My thoughts: In order to make it more fun to play against marksmen without focusing on blowing them up in an instant, there needs to be more outplay potential for and against them. This requires marksmen to have tools with CC or mobility that gives them room to outplay while changing their playstyle patterns to be more skillshot focused giving their opponents outplay potential as well. *

