Assassin Rework
Yes this is somewhat of a complaint thread but at the same time hear me out because I'm going to try and argue both sides of the issue here without sounding whiny.
Assassins: they're champions designed to take out single targets in a fight very effectively but usually suffer due to minimal AoE damage, poor wave clear and being overall fairly squishy. The role of Assassins in League is to infiltrate fights and remove enemy carries, be it a fed mage or an itemized ADC, in fairly short time.
The assassin rework's main goal was to take assassins from their old point where they could kill their targets in usually under a second to the point where it takes them 1.5+ seconds to kill a target, allowing the target and the team of the target potential to counter the assassin, and foil the attempt.
Well its all fine and dandy for that ideology of counterplay to be there, the issue is it is interfering with what assassins are supposed to do in fights. Usually when an assassin jumps onto a squishy target like an ADC or some mages, you need to go full "Oh SH*T" mode and start to burn defensive abilities and spells, especially if that target is caught out alone. If an assassin meets a glass canon ADC or mage alone they should have a VERY high chance of killing them or at least chunking them to the point they need to run for their lives, unless the ADC is incredibly ahead of the assassin in terms of gold or skill.
Right now however that's not the case. There are some ADCs who are still victim to assassins in this same manner
comes to mind because of his limited AS, but then there are some like
who, due to her Q buff, are able to counter the assassin's burst with a burst of their own that often comes out MUCH faster time wise. Vayne Q tumble crit with IE does ~425% AD in damage, plus Shiv crit and the fact that she has VERY high attack speed meaning she can follow up the attack with another which will likely crit as well lets her put out roughly 675% of her AD + Shiv damage in under a second which is able to destroy most squishy assassins before the can finish their combos.
Now I'm not saying it should be impossible for an ADC to kill an assassin, I feel it should be an encounter in the assassin's favor since ADCs by nature should rely on their teammates to keep them safe so they can keep pumping out DPS. Its how their play patterns are designed: assassins are a massive spike of damage reliant on CDs used to pop one target, ADCs are consistent DPS supported by utility and steroids from spells. I had a match awhile ago against a Vayne as Leblanc, and despite being up on kills I couldn't touch her once she had IE and Shiv done because she would kill me before my passive could finish cooking on her. I know I'm not a great Leblanc but that Vayne wasn't doing any crazy outplays either, she would just pop R>Q>AA>AA and if I was alive still E>AA. All of which would be done before my passive could cook and be proced (well aside from the E>AA). It got to the point late game where she would literally kill me in 0.6 seconds with just 2 AAs. Mages too have very quick bursts,
for example has 100-0 bursted people in my games, myself included in under a second with very little lead. If I went against her as an Assassin I have little doubt I would get stomped because her damage comes out faster than mine so I can't keep pace and kill her.
Yes I understand ADCs are by design late game monsters and its my fault for being terrible and getting in range for her to AA me. I just find it strange how the meta has been flipped in such a way, before Assassins were the natural counter to ADCs and Mages in that the speed of their burst out did the speed of other classes so in a straight 1v1 unless a spell was missed you'd win, now the assassin has to try VERY hard to get their kills because their prey will deal crazy amounts of damage before your combo resolves, meaning you need to pull off some serious outplays to get your kill on them when they're alone.
This above is about isolated mages and ADCs too which is the scary part, in a teamfight, even if you approach from a flank position, odds are you won't be able to remove your target because if by some chance they don't flip targets to you and delete you, they have teammates there who will have more CC and peel potential to kill you or interrupt your spell rotation, effectively invalidating your purpose in the game. Assassinating a target with their team around was difficult as is pre-rework because it was so easy for someone to CC you on approach getting you killed.
As I see it Assassins need their damage sped up a bit, or have their damage windows scale with the game. Leblanc comes to mind, like have her passive mark's cook time scale with R rank or her level so she can maintain some level of threat late game when not in the hands of Bjergsen or Faker.
TL:DR
- Assassins burst takes too long since their prey can out burst them in a straight 1v1 with minimal outplay effort
- ADC/Mages have shorter burst windows than Assassins and can 100-0 the Assassin before the assassin's combo completes
- Assassins should win 85% of the time vs lone ADC or Mages unless massive gold/skill discrepancy
- Assassination targets usually survive if their team if present and competent often killing the assassin, which is how it should be
- Assassins should excel at killing lone or unprotected/poorly protected carries, and should still be able to kill them in teamfights but with a lower success rate due to team influences.
- Assassin vs Lone target 80-90% chance target dies, assassin vs target in a teamfight 50% chance target dies + >70% chance assassin goes down too, and even if they live their CDs are burned so they're minimally useful