User blog comment:Poisonshark/Ideas on classes/@comment-24474109-20140731115705/@comment-25235491-20140731130557

Those last words. So. True. This is my major issue with them. Also, late-game they can still easily 1v1 almost anyone, especially the poor melee who can't get in without getting killed. Only assassins can pick easily kills off of them.

"Early-game marksmen like Sivir and Lucian" I don't have so much problems with, but their late-game is still dominating and you can't catch them.

Vayne has a sizeably weak early, but she could easily win a 1v1 be it against a tank or an assassin. Ashe is immobile, but with her Frost Shot she can make the opponent even more"immobile" than she is. The moment he enters auto-attack radius, he's dead. Be it 1v1 or 5v5. Ezreal doesn't have CC, but with Arcane Shift he can still blink out whenever needed. Plus there's Blue Ezreal with the Iceborn slow. Still have to see how annoying this is yet. In comparison, Koggy doesn't have mobility or reliable crowd control (His E isn't that good).

Marksmen are weak on their own only in the early game since they'll get life steal and win 1v1s with ease, even 100/0 their opponent in the process. Or win without getting hit by the melee guys.

Of course guys like Lee Sin and Zed have gap closers. But it's not like Marksmen who can decide whether they want to get in or out of the fight on a whim (looking at you, Ashe). Plus most Marksmen have a form of mobility or crowd control that even if not extensive still allows them to kite to no end since their lack of 20 movespeed is so largely compensated by attack range and the aforementioned tools. Those who outdamage them still need to close the gap and autoattack from melee range, where there's much more risk and they can still get kited out of range by a fleeing Marksman they caught.

Plus the most you'll get from an Ezreal's mistake is an Arcane Shift, same for Cait and her net. And anyone can get heavily punished for mistakes, not only Marksmen. Only the tankier guys won't get killed for a mistake. Because with all the lifesteal they get, Marksmen are less squishy than Mages, non-tanky/healing supports and even Assassins sometimes. Plus you shouldn't have to lose the game for these guys dying, don't you think?

Plus, your list of strengths and weaknesses make them unbalanced. Nerf the range and high damage output, and buff their "extreme squishiness, lack of sustain and shiz".

All of this blog post could just be that my main Volibear is so hard-countered by Marksmen that he would need huge buffs to even deal with them?