User blog comment:TamerSpoon3/Assassin Champion Concept/@comment-1330314-20141209013714/@comment-1330314-20141213051446

Lee is more of a utility bruiser than an assassin once late game hits, but the point is that he doesn't sacrifice damage for the utility he has (not early on, anyways). He has sight on two of his abilities, but also has two basic abilities that deal damage. Lee is also a pretty poor example for any kind of kit, since he has access to practically every single effect and suffers from overload. Attempts to make champions that are equally good at everything (namely, ) had a seriously negative impact on jungle diversity for a very long time. True sight is also not something I think is justifiable anywhere.

This is getting on a bit of a tangent, but I think true sight should eventually be removed from the game. Just as Grievous Wounds hard-counters healing and regen, true sight hard-counters stealth by completely denying invisible champions a large part of their power. Hard counters are harmful to the game, because they lead to binary, or non-meaningful choices: here, countering stealth just boils down to activating true sight, instead of interacting directly with the opponent. Stealth is itself binary, but I think true sight is one of the reasons for why it is.

I also think lack of mobility on an assassin is either an opportunity for interesting alternative design or a critical flaw. CC could be another way of helping the above assassin do his job right, but two forms of hard CC is already more than what most mages have, let alone assassins (it's also significantly stronger than Lee's total CC, even when factoring in his kick). What's more important, though, is the implementation: The Assassin here has a ton of personal utility and a fair bit of crowd control, but very little assassination potential: his total burst consists of two abilities, and deals 522.5. 158% bonus AD scaling is terrible by any assassin's standards, so he's not gonna be able to assassinate properly even if his Q or passive damage get tripled, but there's no real way of adding much more damage here, because his full damage rotation is super simplistic and he has so much power invested in his utility. There could be a good assassin concept here, but it needs to be fleshed out a lot more.