Critical / Standard Infinity Edge Build, Marksmen Discussion
[slayer-pantheon-popcorn]
Marksmen are starting to lose their defined role which is taking objectives (turrets and epic monsters) quickly with their range and be tank busting and can do all of that PLUS are a little too good at killing squishy targets as well. Marksmen should focus on the former.
The other thing is that I noticed that marksmen are turning on too early lately. This is a problem because they are meant to be a late game role and their weakness is having a weak early game, there should still be some champions that turn on earlier while others are better in the late game (i.e. Lucian should be more mid game focused power while Jinx should be late game).
[slayer-jinx-unamused]
Let me know what you think of marksmen and leave behind your own thoughts with possible solutions!
My own suggestions will be something that focuses more on killing tanks than squishies. The thought process here is simple, make marksmen do their role on the team very well, but not be all around good - this should make it required to have mages and/or assassins in the game to kill the squishy targets (excluding some mages with sustain damage like Anivia, Karthus, Azir, Cassiopeia, Malzahar, Heimerdinger, etc. but these champions are usually lower on the burst side of things).
~ Point One: Critical damage changed from 100% bonus damage to 50% bonus damage and every 100 damage dealt that would have been dealt (before resistances apply) deals 1% of the target's maximum health as bonus physical damage, i.e. 300 damage crit deals 3% max health as bonus physical damage as well, as opposed to 400 damage crit now - math for the new value is 330 for 1000 health, 360 for 2000 health, 390 for 3000 health, 420 for 4000 health, etc. with Infinity Edge still buffing the damage by 50%, AKA 175% damage + 1.5% max health per 100 damage dealt before resistances apply.
NOTE! This value point may be on the low side or just right, but the point is that it should focus on the marksman wanting to focus on killing tanks rather than squishies, it also says that marksmen are not meant to be early game champions.
[sg-shisa]
~ Point Two: The other marksman build is Guinsoo's Rageblade which may be slightly too good as a stand alone item and rushed item, so it too should get a shift more towards tank busting and late game scaling, also just flat out worse as a stand alone item (but still just as strong when it has items that buff up its effects).
My suggestion would be simply: Change the attack damage to 30 from 35, and the per stack value to +4 from +3 (maximum 6 stacks), so it gets 1 more attack damage when fully stacked, but loses 5 initially which helps tone it back against squishier targets.
The bigger change would be change the on-hit damage (it does magic damage by the way) from +15 to +1% of the target's maximum health (fully stacked Rageblade doubles this damage on every other attack). So this is an obvious change of being weaker in the early game and weaker against less than 2000 health targets and stronger against 2000 or greater health targets. The point is not to kill the item here, just to shift its power away from being a rushed item, an early game power house item, and away from a stand alone good item; and instead be very strong once you have at last one other item to boast up its power - whether it be Wit's End, Runaan's Hurricane, Blade of the Ruined King, or Hextech Gunblade (albeit this last one is only on a very few rare candidates).
Hope this gives some food for thought, and have a nice day everyone! [sg-kiko]
+50 Attack Damage
UNIQUE Passive - Giant Slayer: Grants up to +20% physical damage against enemy champions with greater maximum Health than you (+2% damage per 200 Health difference, maxing at 2000 Health difference).
UNIQUE Passive - Last Whisper: +35% Bonus Armor Penetration
+50 Attack Damage
UNIQUE Passive - Executioner: Physical damage inflicts Grievous Wounds on enemy champions for 5 seconds.
UNIQUE Passive - Last Whisper: +35% Bonus Armor Penetration
deals double damage to movement impaired units
But i dont think that was the right thing for adc
I didnt want it to be just an item that is must build for
my AD