New (?) Damage Pattern for Assassins and Mages

Stars Shaper··1 votes·226 views

Since the Assassins class rework there have been a lot of displease about the choice of making their burst forcefully delayed while Mages kept their seemingly unrestrained burst ability. I'm not some1 who plays a lot of Assassins but I can see that this situation might be uncomfortable for them while still mantaining a lot of the frustration with dealing against them (I'm looking at your Fizz). Mages on the other side have been dominating the midlane especially because of some top tier picks (Orianna and Syndra mostly)

Now I don't want to talk about the general or single case viability of the Assassins, I want to propose a change in how the damage curve goes for both classes in order to keep the high damage potential of both classes (focused on burst but it can be worked around to fit also the Battlemage and Fighters play style with some tuning).

Disclamer: I'm not taking in consideration if the target is super squishy or rather tanky, think about some "average joe".

- Assassins -

The general idea is to make them able to deal high damage from the begin of a fight that doesn't translate into lethal damage, the combo turns out to be lethal with a tool that takes into consideration missing health or adds bonus damage to the one already dealth. This must ofc come with a delay of some sort in order to give the target a chance at counter reacting.

Isn't this though the same as now? Not really because the initial high damage isn't negated by counterplaying the kill move which still puts the target into a high risk condition.

- Mages -

When I thought how to differentiate Mages (think about Burst Mages for now) from the Assassins I came out with making them relying more on poke damage in order to deal small damage setting up for unleashing their burst power that's lethal once the target isn't so much at full HP (we are talking about being at 50-60% HP). Keep into consideration that the lethal HP interval can be balanced accordingly to the characters involved.

Wouldn't that make the Burst --> Poke (or just Burst and secure the kill) be as effective then? The aim is to make this a possibility but not as consistent as the intended one (Poke into Burst).

Counterplay has a huge meaning in situation where high damage is involved, counterplaying the Assassins initiation or the Mages poke gives the target a safe window of opportunity to counter attack/initiate while countering the Assassins finishing move or the Mages high burst makes the target able to get into safety and not die.

- Other Related Classes -

Not that easy to define, Artillery Mages should provide higher poke damage and/or potential to burst from a high distance with an equal loss in power budget elsewhere (see Xerath stun being unexistant in melee range and him relying entirely on skillshots). Battlemages can rely on having higher damage over time (see Aurelion Sol W damage) or just constantly dealing damage at lower ranges forcing them to be exposed in fights. I'm in no way an expert about Assassins sub-classes but I think that working on time windows, mobility and sturdiness cana chieve healthy results for every1.

Thanks for staying with me 'til the end. I hope you had a good read and if you have feedback to share you are welcome to do so in the comments.

1 Comments

Stars Shaper

One time ever bump because I really care for the argument and I hope some visibility will bring some discussion (Mods forgive me D:).

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