Assassin Change Ideation
Hi folks, looking to do some ideation on how to make assassins a more viable pick, let me know what your thoughts are:
1 ) New assassin item that grants bonus damage to shields, tied to assasins by lethality and magic pen scalings.
We’ve talked in circles about how the reliability/strength/abundance of shielding shuts down assassins. Looking to to give assassins a release valve in those situations without taking too much agency from enchanters. New Item: shield popper 40 AD Unique passive: grants 5% (plus 2% per 10 lethality, plus 2% per 10 magic pen) bonus damage to shields.
Initial thoughts: Its important to prevent non-assassins from abusing the bonus-to-shields damage: I try to do this by scaling the passive strength with lethality and magic pen. Anyone else have a good idea on how to do this? Perhaps with this item, compensatory buffs could be put on enchanters to make stronger against sources of damage other than assassins, is that a good change???
*With the Irelia release it looks like Riot might be happy to put a shield popper mechanic on specific champions, which makes it a bit easier…, and kind of invalidates “shield popper” as an item… but until they actually do that let’s go ahead and theorycraft :)
2 ) Another well discussed paradigm is how assassins are shut down by CC.
How should assassins deal with protector champions (Braum, Leona, Maokai, Poppy etc.)? How much power should assassins have in mitigating/avoiding CC before they start to invalidate the kit of the protector champions?
I struggle to think of how assassins should deal with CC champs head on… Perhaps they shouldn’t be able to at all. So I thought I’d give assassins a meta-game response to an enemy team stacked with CC. The idea is to give assassins ways to contribute to win conditions other than just kill the enemy squishies.
New Domination keystone rune: Saboteur - hit and run split pushing strategy for champs building lethality or magic pen.
Less sure on how to execute this one, here’s a couple ideas, it could be any or a combination of them:
A ) Bonus chunk of damage to Towers, but scales with AD+lethality or AP+magic.This could be as simple as Demolish but scaling with different stats.
A2) Similar to above, perhaps a tower can be marked by basic attacking it, and after x seconds it will explode. Perhaps the Damage could also scale off how many minions die under the tower? So mark a tower to start it “charging” -> farm the enemy minions underneath it -> run away-> let the turret kill all your own minions, then it explodes for x (plus x per lethality, plus x per magic pen, plus x per nearby minion death while charging)
B ) after killing a tower gain a decaying burst of movespeed scaling with AD+lethality or AP+magic pen
C ) after killing an enemy monster camp gain a decaying burst of movespeed scaling with AD+lethality or AP+magic pen and/or the sweeper affect for x seconds
Initial thoughts: These ideas are a lot less concrete, but I think any of them would help an assassin address enemy team comps with a lot of protection for their squishies.
What do you all think? I’d love to hear your ideas on how to make assassins a more viable pick.
TLDR:
1 ) New assassin item that grants bonus damage to shields, tied to assasins by lethality and magic pen scalings.
2 ) New Domination keystone rune: Saboteur - hit and run split pushing strategy for champs building lethality or magic pen.
3 ) I want to hear your feedback and any other ideas you all have to make assassins a more viable pick!