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

I don't see any problems with Marksmen, they are extremely important for overall gameplay (pushing, sieging, objective control, and teamfights) and are not that easy to play and i feel like you have to be really adaptive with them. Marksmen have a lot of weaknesses, some have a weak early game (Vayne), some are immobile (Ashe), some have no cc (Ezreal), some have low range compared to other Marksmen and Mages (Urgot, Lucian, Sivir), all of them are squishy and can't build a lot of tankiness without turning weak or at least weaker than the enemy Marksman.

Marksmen are also weak on their own (which is why they have a support) since they lack shields (except for Urgot with his lousy 80 hp shield) or natural sustain.

Nowadays a lot of tanks/assassins have gapcloser that aren't ms buffs (e.g. Lee Sin, Zed) and it makes kiting hard for them. A lot of champions outdamage them without having to go full offensive (Irelia, Jax, Trundle, Tryndamere) and also have great sustained damage.

They can also be punished very badly for their mistakes, most of the times better than other classes (e.g. supps and tanks still have a lot of utility even when behind). Some will be outscaled heavily if they lose their strong early game (Caitlyn, Sivir and Lucian) and will have trouble coming back, some will have their supreme late-game power delayed of they lose their lane (Vayne, Tristana and Kog'Maw). Or in case they overextend and get caught the next fight is basically lost and maybe even the game.

Their range and high damage output is a good trade-off for extreme squishiness, lack of sustain, being easily jumped-on if you fall out off position and other individual weaknesses. The only problem I see is that the game is so dependent on them.