Suggestion - Melee marksman
This is not a complete concept but rather an idea that would introduce smth different in gameplay. Inspired by Kled promotion.
It would be interesting to see a marksman that attacks in melee range but... His attack would be smth like a merge between LeBlanc's Distortion and Draven's Spinning Axe. After issuing attack command - champion jumps at enemy and attacks it (for 0.25 seconds) and after attacking jumps back to a random location near point before attacking.
Pros: -interesting mechanic and gameplay: he can camp from a bush and be really annoying, he can be rooted or stunned on attack so considering enemy cooldowns would make player think active, godlike kiting (kind of, look below for update), interesting interactions with other abilities like Taliyah or Jarvan wall -breaking "4th wall": this champion would be really hard to click on to attack (attack move can be blocked by minions or other champions)
Some other ideas: -he can have a constant attack speed (Jhin) or scale with AS; with scaling attack speed enemy frustration would be even bigger and player who plays this champion would need to react (position after attack) even quicker -this feature is champion's passive and scales with levels - radius after attack gets bigger -abilities that compliment this attack type and kiting: Q - attacks the enemy with more damage (or additional effect) and jumps further back from starting point, W - mark enemy champion for a period of time, grants bonus movement speed towards him and generates stacks, attacking this champion consumes stacks and deals bonus damage, E - becomes stealthed for 0.25 seconds every 1 second for 3/4/5/6/7 seconds
update 2016-07-18 -Comparing to Quinn's E - this champion lands in a random spot in vicinity of origin, while Quinn lands closer or further in straight line, additionally in Quinn's ability there is no delay between attack and jumping back while it has a 0.25 seconds attack animation and can be caught or attacked in this period -Regarding kiting. It would be really easy to kite with such attack. But since it has a duration on attack - it can be attacked back or caught. It may bring strange visuals for melee champs thought. To resolve this window for melee champs can be shorter 100-150 ms which will work with attack move or players with good reaction/prediction. Difference in window between mellee and ranged counter attacks is also justified by the fact that melee have bigger base damage and are tankier. -Ability interactions: Root. If rooted it can attack only in melee (becomes pure melee). If rooted during its attack animation - it doesn't jump back after root ends (same with other had CC like stun or knocked airborne). -Return point after attacking is marked and visible only for player. It may also be marked. Hard to predict how big displacement bonus is. For example marking Draven axes gives opponents opportunity to play around ability as well as it gives Draven decision. This champion doesn't have decision so marking for the enemy can make him more vulnerable.
riot has done this.
look at how well its gone.
no matter what range you are attacking from). His soldiers also have a range of 375(spell effect by the games standards, so range does not really matter) and an effective attack range from Azir of 1175.
, which is ranged only, depending on weather her e is on or off, for thresh it depends on the range of his target from him.
but people decided it's not fit that way.
And depending on how u build, we also have
n a lot more