User blog comment:Willbachbakal/Classes & Subclasses My Way/@comment-7709681-20160426133138/@comment-1330314-20160426222717

Thank you for the link! I really liked that post, and I agree with a lot of it. My main disagreements, though, would be that I think types 1 and 3, i.e. Pick-Off and One-Shot Wonder, have pretty much the same playstyle (i.e. what I'd call Hunters in my above classification), and a One-Shot Wonder as they describe end up turning into a Pick-Off assassin if they're fed enough. The Clean-Up Assassin and my Reaper subclass fit with each other pretty well, though. I also think another issue with some of the assassination patterns described there is that I think there can be more nuanced: for example, even a Hunter-type assassin should be able to spend more time beyond their 2-3 seconds of maximum power to try to kill their target, so long as they're constantly at risk while doing so, and I think the strategy of sacrificing oneself just to kill another opponent isn't one that should be encouraged (it's generally frustrating for both players). I also don't think assassins should be shut down completely by enemies grouping up as a baseline, because that usually means they become useless past the mid game in many team comps, which is frustrating for them and often forces assassins of that type to be overly strong in the early game. The better gameplay here, imo, would be to make combat with an assassin a series of high-stakes challenges for both, which inevitably brings the outcome closer to death for one or the other, and this should happen even if the assassin's target is surrounded by their allies: one of the main strengths of the assassin class, imo, is above-average back line access, so even if they have to be opportunistic when choosing their targets, they should have a fighting chance even when diving the entire enemy team for a kill.