Counter Play Discussion and QoL Suggestion (Lee Sin)
I believe most would agree that Lee Sin is a high skill cap champion. Along with that, in general, there should be some reward for mastering high skill champions to elevate LoL to new heights. So in that regard I enjoy seeing the Lee Sin's, Yasuo's and Leblanc's of the world in my matches.
But focusing on Lee Sin I've had one main frustration when playing against since close to his inception: there isn't enough counter play present in his kit design for opponents to combat him intelligently. Let me explain before the Lee Sin mains down vote me to the depths of the sea. I believe there is a simple fix that could add more strategy when playing against Lee Sin.
With the amount of free ability in Lee Sin's kit one of two modifications should be made to make it more enjoyable to play against him to limit his absurd escapability and lack of return initiation allowed due to the range of his Q ability allowing him to attempt his own combo's from out of everyone else's reach.
For note I suggest option B as a start to see where it leads and then review match play.
A) Remove Lee Sin's ability to Q-strike and flash out to wards on map (thought process is that he already can Q strike to anything living on the map, why must he be able to flash away from danger to wards too? Why can't Lee Sin Q-strike to land on the back of the dragon floating in the early map periphery and Q-strike back to decimate top lane opponents? (Why can't Naut and Thresh hook to ward's? Why is it limited to Katarina and Lee Sin?))
B) Create a reciprocal nature to Lee Sin's Q ability that allows opponents to flash to Lee Sin's position if they click something to engage back onto him instead. This would allow tanks the ability to intercept the Q- orb and be able to do something other than repeatedly have to absorb them and shield their allies.
C) Reduce the range on Lee Sin's Q ability so that he has to come closer into harms way to launch is repetitive no cost combo attempts.
D) Introduce Fatigue to his kit (When abilities do not strike anything they cost double energy resource). This would at least allow more incentive for everyone to dodge his Q, but this is much the same as simply modifying his CD's. I think his CD's are more or less fine. My thought isn't that Lee Sin needs nerfs, it's that he needs counter-play, so I don't favor this.
E) Reverb. When Lee Sin Q's a champion with higher max HP or bonus Armor he takes damage or self-stuns for a duration?
I support option B or E as it would still allow Lee Sin players the uncapped ability feeling, but would also serve to give opponents a more strategic way to play against Lee Sin. C would be a nerf to Lee Sin so I believe option B would be best.
My feeling of Lee Sin isn't that he is OP, it's that when played well it is very difficult to engage on Lee Sin with the same ease that he can engage on you. And that distance gap is too large for most champ kits to reasonably combat Lee Sin. And that he is able to escape his own misplays too easily without paying the appropriate price when he does.
Similar to all of the previous nerds to Nidalee's escapability. I don't think it is enjoyable for others to chase someone endlessly around the map who is at 10% health. This is why Riot nerved Nidalee. It is why most find Singed to be annoying to play against even when doing terribly. Lee Sin just needs to be a tad bit easier for other kits to finish off or a inject more strategy into his choices of who he Q-spams and has some form of counter play for when he chooses poorly. When he fires them repeatedly off at max range there is no penalty. He makes all of the choices. This is akin to Lee Sin pointing a gun at their feet and yelling, dance for your live's fools! as they try to dodge the bullets.
Option E would still allow Lee Sin to be the assassin he wants to be against glassy opponents, but give him some pause from going full Rambo and then Houdini after your teammate lies dead next to your feet.
Like any of these ideas or do you all find Lee Sin's kit presently contains enough counter play as is?