@RiotPhroxzon I've wanted to suggest this concept for a while. The idea of assassin's leaning more into their ability to get in and out of a fight than simply one shot. I think it's a fun play style that allows for longer team fights and encourages playing around your team.
@RiotPhroxzon Of damage, then finish the target off, and pop out of the fight, waiting to leap onto the next weakened target.
No one's hitting your preferred target?
Pop in and weaken them yourself then disappear back into the shadows. Set the entire party on alert as they now know they
@RiotPhroxzon After lane: assassin looks to clean up weakened targets. They don't just dive in and delete someone that's being protected. And definitely don't delete a tank and anyone else that's in their way. They wait and stalk in the shadows. Wait for an an ally to land some amount of ...
@RiotPhroxzon In lane: the assassin lands a successful rotation on their opponent, their opponent is forced to choose how to respond.
1. Recall
2. Play safe
3. Risk it
This provides choice. The opponent isn't just dead. They can be forced off farm, as the assassin's next rotation will kill.
@RiotPhroxzon I suppose I've included my own global ideas in this opinion. The idea that every class's damage would be decreasing. Assassins would still be the most busty class, they just couldn't 100-0. More like 60-0.
1/3
@LoLDev@RiotPhroxzon Just wanted to express my support for these changes. I'm happy to hear that power will be returning to the individuality of the champion, rather than the items.
I agree with @RiotPhreak. Pros don't learn.
When NRG's coach was asked in game 1 why they chose Zeri, his answer was essentially, "I don't know. We saw a lot of other people doing it."
@RiotPhreak
Just finished your video on Rumble's rework. Watching it gave me some ideas on a possible kit rework. I realize these would be beyond your purview but I figured it wouldn't hurt to share.
Keep up the good work. :)
And positive and negative tenacity Making tanks more difficult to hold down and priority targets more punished. Making them harder to hold down, body blocking CC more valuable, landing it on priority targets and cleanses more valuable.
@RiotPhreak
Game design thoughts:
As an alternative to giving champions more damage and dashes, what about trying to utilize tenacity and CC scaling more? Following items like Anathema's Chains or Iceborn Gauntlet. Giving tanks ways to scale their battlefield control.