Last hitting with Auto Attacks
As the game progresses with things becoming more stabilized, I can't quite help point out a few things that, well... need something. I'm not sure how to find a proficient answer to this, but I will try to explain the problem for newbies and of the unknowledgeable to those who are trying to learn the slot. Now get mad at me all you want, but I've played quite a bit of champions of all varieties lately and I've noticed something league might want to take a gander at. We love em! We hate em! Let's talk about Marksmen and their ability to farm!
I've realized that during additional development it has grown to become harder to farm for a marksmen compared to what it used to be within the past. For the time being, a lot of players go early champions like Draven, Lucian, and Miss Fortune because they can abuse levels 1-6 against their opponent by constantly pushing their wave under enemy tower as well as having stable last hit damage for minion gold. Champions like Mid game champions like Ezreal, Kai'Sa, Kog'ma, and Varus, don't seem to have too much of an issue because their abilities are built for that kind of abuse, sustain and spike/damage. Though... aside from Champions like Vayne and Jhin who can use an ability to last hit better, marksmen who's kit revolves around Critical damage suffer from losing out on an insane amount of minions when pushed under tower or just simply pressured with wave control. (And lets just say that your support isn't allowed to touch the minions.) The thing is, critical users such as Caitlyn for an example, can't last hit minions as well when forced under tower or making sure your Attacks hit when necessary. In fact, critical marksmen have to pay so close attention to last hitting the minion that your "projectile" has to already be fired the split moment the minion strikes near because they can't attack fast enough or that their projectile don't move fast enough upon each auto.
Now to be clear, I know the technique when it comes to taking down the wave and it is very difficult to do with all of the pressure that exists. Almost always you will end up sacrificing close to 5 minions if your support is incompetent or you're not on the same rhythm as the game is. Additionally, this adds a negative status to new players which don't know a whole lot to the game; It fights against the casual gamer experience. To nail down to it, all I am saying is that a simple +__ damage or faster projectile speed to critical marksmen users is needed when undertower so they can properly last hit without having to stand right in front of the minion just to be the one who deals the final blow. There is either that, or maybe you could strip the minions of their armor and magic resistance. I don't see why minions even have it in the first place since minion's damage and hp scales harder than it used to in the past and they are there particularly for growing gold and essentially safeguarding.
I know this may sound like a biased approach or opinion, but if you look to each and every other lane, you see that top laners have the ability to clean-kill caster minions after first tower shot and sacrifice little to nothing when it comes to their ability sets. Midlane users can sustain mana cost and use their abilities to clean wave, efficiently last hitting all forms of minions under tower (I'm not saying vladimir is easy though). Junglers normally don't have to constantly sacrifice or contend with any of their CS gold being randomly removed from an automated source, even if the lane has been nerfed/balanced pretty hard. It is very hard to take backrow minions as a marksmen because they have to contend with an additional teammate that shares XP and 2 enemies which throw out a lot of competition while also losing out on level differences which would make it so you could take the caster minions after the first initial towershot.
As always, I'm interested in your opinion.
) and 4 possible speed items (
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). Particularly looking at the damage items, combined they only grant 170 damage (excluding passives) while the speed items can range from granting a gain of 100% or 110%.
, i guess?
all have ways of dealing mana-efficient burst damage to CS.