Critical / Standard Infinity Edge Build, Marksmen Discussion

Stacona··2 votes·325 views

[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]

6 Comments

Glory972 votes

I think the insane dps of adcs is needed. Who's going to kill the 10k hp chogath or full tank sion? Mages like cassio? That can be completly countered with adaptive helmet? Bruiser like fiora, who will focus the enemy backline anyways, and dont bother with tanks? It's quite unfortunate that the side-effect is, that adcs can casually burst squishies, but yet adc lategame dps can't really be nerfed without making tanks unkillable and completly beyond broken

Stacona2 votes

There is a solution, move their damage away from flat damages and more towards % damages, naturally is more effective vs tanks than squishies. Do this by changing around some of the items and changing how critical damage works with less flat damage and add a % health mechanic to critical strikes, naturally is worse early game and against squishies, but strong in the late game and against tanks.

Potchikir2 votes

Crit should deal higher dmg to higher health enemies, And less dmg in base

EXAMPLE

CURRENT Deal 200% the normal damage when you critically strike

MY IDEA Deal 150% + 10% of the targets current health the normal damage when you critically strike

changes to some items

CURRENT

item 3036 +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

MY IDEA

item 3036 +25 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: +45% Bonus Armor Penetration

CURRENT

item 3033 +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

MY IDEA

item 3033 +25 Attack Damage UNIQUE Passive - Executioner: Physical damage inflicts Grievous Wounds on enemy champions for 5 seconds. UNIQUE Passive - Basically Liandry's Torment: Spells burn enemies for 3 seconds, dealing bonus Physical damage equal to 1% of their maximum Health per second

Stacona1 votes

Less AD and More pen for the last whisper items is a good idea. Liandry's Torment deals double damage when the target is movement impaired by the way.

The thing with current health instead of max health is that I am not sure if we do not want marksmen to have a hard time executing targets, we want them to kill tanks so a % max health makes more sense since it stays consistent to that target with every crit. Also current health would favour the long range marksmen a little too heavily than the game already favours them now since current health is better at getting targets low, long range also is effective at getting targets low, so the combination of the two will make only long range marksmen get played . Where as % max health has a low value, but the damage stays consistent across the board and does not favour one type of marksman over the other since you still have the tools to get tanks low, but still offers the short ranged marksmen the ability to execute tanks since they need to all in for their damage and are less safe than the long ranged.

I would not say no to the less flat AD for last whisper items for better / added tank busting effects.

Potchikir1 votes

I know item 3151 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 Ashe my ADitem 3151 is in fact % max health

Stacona1 votes

It would need some other mechanic to deal increased damage or even could be an even weaker burn but can keep on stacking with continual basic attacks.

Example: Basic attacks deal 0.25% max health as magic damage per second for the next 3 seconds, this can stack infinitely.

This way it really rewards the player for sticking to a target and double emphasizes on attacking the tankiness targets with the % health burn and get off multiple attacks onto a single target (tanks absorb the most damage). Granted it probably would be best to make an entirely new item for this that probably has attack speed on to it, could even have a life draining effect where you get healed from basic attacks based on the target's max health as well; grants an options over Blade of the Ruined King. When you overload an item with too much to it then it becomes mandatory to buy rather than an option, and grievous wounds is already strong enough as is that it is feeling mandatory to the player to always get.

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