[{quoted}](name=Awesomeasf ck,realm=EUW,application-id=3ErqAdtq,discussion-id=YFfaYnFB,comment-id=00090000,timestamp=2017-08-29T23:49:03.888+0000)
But even if what you are saying is correct - why are marksmen ALWAYS the choice for DPS? We have DPS mages, but you will not see for example botlane DPS mage plus midlane burst mage, while you can see double marksmen team comp. Lucian mid being the most recent pick, however there were a lot of them during the years.
Marksmen are "always" the choice for DPS because any other options are STUPID:
- Melee DPS vs Ranged DPS, your DPS is not protected by your tank, thus DPS dies first (if DPS is melee they will be RIGHT NEXT TO the tank and thus equally accessible)
- AP DPS vs AD DPS, your AD DPS is more reliable because it's not "gated" by mana and cooldowns. Also, AP (except in very rare cases) doesn't target structures, so is useless for objective pushing.
There's no way to address point 1 unless you remove range entirely (go back to the stone age, tactically speaking) or remove tanks/make them useless (ie. EVERYONE deals insane damage so why bother with a "frontline"). Point 2 is addressable but would require two MAJOR changes. #1, AP would need to be applicable to structures and #2, you need champions that EITHER get AP enhanced auto-attacks OR get HUGE burst that equals AAs in DPS calcs, but even then they will likely be worse than marksmen because of the large windows during cooldowns. And if you make a champ that has AP AAs, then what's the difference really, aside from what items they buy?
TL;DR - The only way to make marksmen not "meta" is to make League a totally different game, either tactically or structurally.
Out of curiosity, can you give an example of what you could envision as a "different meta-comp" that you wish was viable? To be frank, the reason you keep marksmen (always) is for structure destruction, which is why the Ziggs idea was the one replacement. "3 assassin + Support + Tank" (just as a random example) would never be "meta" because even melee AD would kill structures faster and tanks could reasonably keep the melee safe if there's no ranged DPS on the opposition.