Marksman change: -10% base AS; +25 range?
I made a salty post a few days ago suggesting that marksmen should have +100 range at the cost of 25% of their attack speed. Despite all the downvotes it got I genuinely didn't think of it as a bad solution at the time, but now that I've let it mull over a bit I'm convinced it simply overshoots a very good solution to the current meta's problem.
Season 7's dps meta has a lot to do with autoattacks. Marksmen have such an easy time landing them and receive very easy protection via tanks, supports and support items. The issue with this isn't necessarily that marksmen are overpowered so much as it is that teamfights involving marksmen are extremely volatile. If one marksman gets a slight lead over the opposing one by mid-lategame, in any fashion, that is often the deciding factor of teamfights because of just how much near-guaranteed damage the class currently represents.
I'm sure there are plenty of decent alternatives to the solution in the title that have nothing to do with changing marksmen in any sort of way, but this one does and I believe it's for the better. Marksmen are stronger early game than they ever have been because of how safe their autoattacks are, even at level 1. There is little to no lag between their attacks thanks to AS quints - not running AS quints make it harder and more dangerous to last-hit as a marksman especially. With significantly less base AS, they will be rather unsafe without at least a full page of AS quints. Once runes are removed from the game, s8's system will give them AS early on in other forms; however. with less base AS, marksmen will definitely have to watch their spacing early on and ration their autoattacks.
Also, of course, less base AS would reduce their ludicrous dps and how quickly they rack it up. Kog'Maw is quite obviously the worst offender here, followed by some other pubstompers like Vanye West. Marksmen aren't the only factor to their own success either: on-hit items that fully benefit ranged autoattacks are still very relevant despite all their changes over the past few seasons and both the upcoming and current keystones offer AS bonuses as well. If the class that has the easiest time landing autoattacks inevitably landing them less consistently,
Of course, an entire archetype losing that much of a stat is pretty backbreaking; this is what bonus range helps compensate for. With lesss AS and more range, last-hitting becomes skewed towards proper spacing over alacrity. Harassing enemy champions in lane also becomes something that can't be committed to quite as much without enough AS bonuses as marksmen will have a bit of lag on auto attacks, especially at earlier levels.
Additional range serves another purpose for marksman as well: safely attacking turrets when sieging. This has always been something that marksmen have generally had a knack for but have never really been extremely safe while doing without their entire team there to back them up while they do it. Extra range helps marksmen be a bit more safe in general while attacking objectives come mid-lategame.
The numbers might not be set in stone - 10% less AS and 25 more range might not be the most balanced solution - but I believe a solution in that vein will help League of Legends in the long run as teamfights will become less marksman-centric and more team-oriented. Thanks for reading! Post whatever thoughts you want to.