User blog comment:StrategicMagic/Carry by Proxy - Why (Some) Assasins Don't Fall Off Late/@comment-5839977-20121207161817

Okay, so first of, I want to state that I am simply voicing my opinion and my thoughts. I do not wish or intend to harm anyone,  just to state some observations and relfections for those who care. I warn you, if you get butthurt easily, don't read this post. I'm not going to care for some kind of idiotic rant. I will only read what you tpye me if you actually have something related and interesting to say.

I partially agree with the Original Poster (StrategicMagic, here by referred to as SM) on the general, and uncalled for, disapproval people have towards assassins' lategame. I've read the counter-arguments, but there is one major flaw. Everyone talks about damage output and utility in teamfights. The premesis seems to be that both teams are fully gathered at all times. I just want to point out, that even though you combatwise get the most out of that, you are making your Nexus very vulnerable to a proper backdoor push.

If the game is played properly, the enemy team will know where your clump of five are. They can abuse this to have one or two players safly put pressure on lanes and get out in time, whilst the others stay close to their nexus to defend. They might even start pushing. In this scenario you have three options.

1. Split up. Do just like them and send some to push, some to defend.

2. Go all out. Assault their Nexus. Try to outspeed their push, since you are more champions pushing. Very risky, as they have defenders who will prove quite the challenge, and if you try to kill them, turrets still pose a problem after a while. You will probably win, but in the time that takes you, you've most likely lost the base race, and your Nexus is doomed.

3. All B. Defend the base. But the pushers will notice this in time (again, considering wards.) and retreat before you can attack them. They can then proceed to push another lane, keep the awareness up, and rinse and reapeat until you catch them (not likely vs. good players) or change tactic.

Now, if you put it like this, the first scenario is usually the most tempting. A proper split-push is one of the strongest maneuvers in the game. The stongerst counter to splitpushing (as skirmishes are more likely to occur than full-scale teamfights) is assassins. Yes, a good initiator can chase down a split-pushing group, but a good splitpushing group will kill him of and leave, leaving the pushed team at an even greater advanatage. So in conclusion, it's still a lot about countering. Assassins might not be that powerful in a teamfight, but they sure put pressure on the enemy when played right. This is why I "partially" agree with SM, I think assassins get way too little cred, and see way too little play.

Anyone who has played strategy games in somewhat competetive mode know the tactical and strategical value of an assassin. I believe that tactics has it's place in LoL too.

But of course, these are my reflections, my experience, my thought and my opinion. Call me a noob if you want to, that will instantly invalidate my argument, I'm fully aware of that.