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Hello everyone, I'm Game Xiaodi.
Before we start the main topic, there's a benefit: players who want to playthe old version/retro server of King of Glorycan enjoy all the heroes shown in the picture for free by following the instructions below!

Let's continue. Recently, I checked the marksman win rate list and found that in all segments, Luxino, Galio, and Hou Yi all have high win rates, around 54%. Two of these three are stationary marksmen without mobility skills. Logically, with such high win rates, players should enjoy them, but that's not the case. Players have never stopped complaining about the poor experience of stationary marksmen, often calling their lane the "neutering lane." But in reality, heroes without mobility exist in other lanes too, such as stationary mages in mid lane and stationary tanks/warriors in top lane. They also have low mobility, yet stationary marksmen have the highest win rate but the worst experience. What's going on?

First, stationary mages: although they lack mobility, their game experience is the best among the three roles. The reason is simple: stationary mages have long attack range, making it difficult for enemies to reach them. Moreover, mages' skills often come with crowd control, such as Wu Zetian, Nuwa, and Zhen Ji, who can stun, freeze, or knock back. When assassins dive, they at least have room to counterattack. More importantly, there are plenty of survivability items. The Moonlight and the Dominator's Resolve are almost tailor-made for mages, providing instant immunity or crowd control removal and acceleration in critical moments, essentially giving immobile heroes an extra life.

Another point is that stationary mages are not as dependent on farm. Even if they are targeted early and fall behind in gold, the base damage of their skill combos remains. Moreover, many mages can be played as utility mages, since crowd control skills are not affected by gold shortage. They can still contribute in team fights and won't be completely useless after a few deaths. Combining these factors, stationary mages balance survival and damage output, naturally providing a better experience.
Actually, many top lane heroes have mobility skills, but they are usually minor dashes or tied to specific effects, making them key abilities that cannot be used casually. Thus, their mobility is not outstanding. For example, Bai Qi's ultimate is a dash, but it's almost never used for traveling; it's only for engaging in team fights. Another example is Lu Bu, whose ultimate is also a dash with a long range, but it's mostly used for initiation or splitting the battlefield, or at least for escaping when surrounded. Overall, they are still relatively clunky.

Although stationary tanks/warriors have short range and slow movement speed, relying on their legs to chase, they often face the awkward situation of not being able to catch up or escape in team fights. However, their tankiness and self-healing are decent. Standing in the middle of the enemy team, they require significant resources to deal with. If they have a gold advantage, they are practically unkillable. But when facing mobile heroes with dashes, their short-range weakness is magnified; they can't chase and can only worry. Moreover, stationary tanks/warriors often have to take on the role of initiating fights and sacrificing themselves. If they win, it's the team's victory; if they die, it's their own loss. The upper limit of their experience heavily depends on the team composition and teammates.
Why are stationary marksmen the worst in terms of experience among the three roles? Marksmen are inherently squishy with low health. Without mobility for survival, they become easy targets in team fights. If the enemy assassin focuses on them, they are basically dead. Moreover, stationary marksmen are extremely dependent on farm. If they die two or three times in the early game, they fall behind in gold, can't build items, and their damage output lags behind. The longer the game goes, the more uncomfortable it becomes.

As for survival tools, honestly, recent seasons have seen some improvements, mainly due to the buff of the Deathtouch and the addition of the Shadow Sleeve Arrow. These are quite useful for marksmen, enhancing their survivability. Previously, they relied on lifesteal and standing their ground. But overall, the experience of playing stationary marksmen is still: carefully farming in the early stage; in the mid game, finding a position to deal damage while being wary of assassins; a single misstep in positioning can ruin the entire game. By the time you finally build your items and have decent damage output, the game ends in a few minutes. The experience is indeed mediocre.

That's all for today. If you found it interesting, please give a like and support. If you have anything to say, ask, or want to see, leave a comment below – I'll read them all!
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