Marksman Item Exploration: Diversifying Right-Clicking
Hey all!
I've been doing some thinking on the design of Marksmen itemization, and I've been wondering lately if the relative always-useful, "glorified cannon minion" state of Marksmen is a feature of their out-sized auto-attack budget combined with the relative passive effects of their itemization. Compared with other roles Marksmen have few actives, few circumstantial itemization options, and a lot of just +power.
##Edit Just a point of clarity-- this is not intended as a be-all, end-all solution to the issue of the Marksman Attack/Spell power balance situation. Merely an experiment at approaching the problem from the angle of itemization, which could be combined with other adjustments. The goal would be that items would carry less raw stats, and those gaps would be filled by more interesting output modifiers.
Enter this experiment. The items suggested below don't have stats yet (or cooldowns/durations, in many cases), but each is designed to add some depth to the auto-attack, timing, and positioning choices of the Marksman role, making their high and low moments a little more strategic and focused and adding some extra engagement. Some favor strategic attack management, some reading the fight, some sticking to a single target, some swapping targets, and some seizing moments of opportunity.
Do note that I'm well aware some of these may be failures, and that the game almost certainly couldn't support all of them existing, as a carry with 2-4 of these would be trying to do too many things simultaneously. I'm more curious if this sort of itemization pattern feels interesting, and if the ability to pick what way you wanted to express yourself in auto-attack form feels intriguing.
#Sheriff's Longarm [Ranged Only] Unique Active: Create a zone in a rectangle centered at your current location, with the longer side in the direction of the ability activation. The zone lasts for a medium duration, and while you are within the zone you deal additional bonus damage and have slightly increased range.
#Lucky Arrow [Ranged Only] Unique Passive: Every 8 seconds, your next attack is a critical strike that deals X% damage instead of normal critical strike damage and leaves an arrow which bounces to a nearby location (similar to Poppy). Picking up the arrow refreshes the cooldown of this effect.
#Bilgewater's Finest [Ranged Only] Unique Passive: The first attack on a new target deals bonus damage, doubled if the previous target was a champion. Damage dealt is reduced by 50% against minions.
#Zaunite Disintegration Ray [Ranged Only] Unique Passive: Every third auto-attack grants X charge, quadrupled against enemy champions. When fully charged, you unlock the Disintegration Protocol active. Unique Active [Disintegration Protocol]: Fire a beam in the target direction, dealing damage to all targets it strikes and marking them for 8 seconds. Marked targets take bonus damage from additional beams.
#Fang of the Spider Queen Unique Active: Fire a blast of ghostly poison in the target direction, marking all champions struck with accursed and dealing damage over time for two seconds. Unique Passive: Attacks against accursed targets extend the duration of the damage over time effect by 1.5 seconds. Further attacks refresh this 1.5 second addition, with no maximum duration.
#Kandahar’s Reaper Unique Passive: Ghostly spirits will occasionally appear in your proximity, and after every champion or large minion death. Walking over one will charge the weapon, making your next successful attack deal bonus damage and heal you for a small amount, increased against enemy champions.
#Celestial Lens [Ranged Only] Unique Active: Place a marker at the target location after a brief delay, gaining vision while it persists. For a short duration you have unlimited range when attacking targets inside that area, and deal bonus damage to them.
#Thoughts and comments appreciated!