Some assassins thoughts...
A list of things a healthy assassin should have, IMO ; Not all of them at once, of course, but a mix of :
- Increased %dmg against single/solo targets
- Increased %dmg against low hp targets Both for 1v1 assassinations
- Untargetable-like spells (reliable, but on a higher CD than cancer Fizz ) for escapes
- A very powerful, possibly game changing ultimate, on a high CD, and a short window of effect 4-10 secs. ** But NOT a point and click 1 shot ult like Zed** - this means no counterplay
- Increased damage debuffs / decreasing defense capability applying spells - that should be their only utility For teamfighting presence. Oh, look a 400 armor Malphite ? Take this you piece of stone, but not from me, from my teammates !!!
- No more Pink ward counter. Please don't balance them around the pink ward. This makes low ELO absurd (we all know how much low ELO loves wards), while totally denying them in high ELO.
Examples : - Sprint - +XX% MS in combat - 100% slow resist for X seconds
- Cloud - Summon a cloud to a targeted area, making impossible for someome out of the cloud to target something that's in, or vice versa for X seconds. Targets under the cloud take X/X+Y/X+Y+Z increased damage from you
- Open wounds -Duration : 10 seconds of window to apply stacks
While active, each attack (basic or spell) against target cripples them. Max 5 stacks. 7/12/18/25/33% increased damage from every next spell/ability/basic attack. Each stack reset if no stack applied for 3 seconds. After 10 seconds of cours, no stack will be applied anymore.
(numbers are out of any calculations - but you get the idea - something very powerful) Etc.
What an assassin should definetly not have :
-Slows/stuns utility on short CD spells I really think all their utility like slows and stuns, if you really want to add them, should be around their ults, but on a higher cooldown. -Passive reset mechanics This is one just screams feast or famine (see Katarina/Kha'Zix ). Useless when behind, totally frustrating when ahead. -R+Q+W+E = dead ADC in a 5v5 (teamfight) environment
General counterplay to assasins should be :
-Grouping -Good positioning -Vision -Vulnerability windows around their high CD's
I really think the idea of an assassin should be that when he meets a solo target, the fight (considering equally fed), should be a 60-40% for the assassin. Tank or squishy target. That should apply for experienced mains only, though.
Meanwhile, their teamfight presence should be their debuff applying spells, or the clean-up potential. I may add they should all have one of the highest skill-caps in game.