Can we add complexity back into League of Legends?
Let me start with, League of legends should be a complex game in more than just macro sense. In terms of macro sense, there are a bunch of factors that make it complex. But only when you are organized. Doesn't have to be a premade, just organized.
But when I say add complexity back into the game, I mean micro managing "stats that hardly anyone used." the old mastery system. Riot wasn't wrong about those stats being hardly used, but that was because 90-95% of players didn't even know how to use them correctly, or what was important for their respective champions. What I am saying was, if you were a good player. You knew how to use them, similarly to how top laners use the top lane brushes.
Part of the reason why damage is so high since season 7+ (only gotten higher). Is because of the automatic system. Everything is pretty automatic now. There are a total of 2 keystones (across three, because I am counting 2 of them as half) that require any thought. Predator, Guardian, and Unsealed Spellbook. I would have argued that Klepto, except for the fact that only people who has skillshots/point click abilities that proc it or
(because of spirit) those champions literally make it automatic. I would argue Glacial, but realistically people don't even have to auto to proc that items do it as well. When we go into minor runes. Minion Demat is the only one that requires any thinking. Everything else except for those keystones and Minion Demat are all automatic. I wouldn't have a problem with keystones and minor runes being automatic, if the enhanced a kit, but everything adds damage to a kit. Take windseeker's blessing as an example. It was strong and automatic, but it enhanced a champions kit. Not just simply added damage, or some stat boost to the user.
Compared to even just the original release of Keystones. The new system is still more damage centric.
Things like Electrocute vs TLD, is higher by .1 AD and .15 AP.
All of the ADC keystones back then were weaker in the early game, but stronger in the late game. Which was fine, because ADC's were Late Game Champions (another topic to speak about.).
Double-Edged Sword, was deal 3% more damage and take 1.5% additional damage. There was risk and reward. The other two were 3% and 1% additional damage. Lets compare that to our current three. 8%, 5-15%, and 5-11%.
Triumph vs Dangerous Game. 12% + 20 gold vs 5% hp and mana.
RESOLVE ACTUALLY WAS USEFUL OUTSIDE OF ABUSE CASES, while still having some major abuse cases.
Everything was lower. The only things that was different were Runes.
Runes gave more than just offensive and defensive stats. You could get MS over other things.
Instead of being pigeon holed into having to take CDR/AD/AP/AS, AD/AP/MR/Armor, Armor/MR/HP.
You can literally take a look at old masteries and runes reforged. Someone should check out items and see if they have gone up as well. Too lazy to at this point.