So, to recap the criticisms made in the video:
- Time to kill is too quick: This is a complaint that has been made countless times by players in recent times. Whether one wants to reframe this as damage being too high, resistances being too low, etc., the end result is the same, as even Baumi, a player new to League, thinks champions die too quickly.
- Pro games are too conservative: This is pretty much an extension of point 1, because the rapid time-to-kill is what's causing pro players to stall and avoid interacting with the enemy, but I think this deserves a separate point because the pro scene is important to League. Riot expressly tried to make games bloodier and faster in the past by accelerating time to kill, but many players have also noted for quite some time that this has completely backfired at the pro level, causing players there to take as few risks as possible and engage in passive strategies whenever possible, as going for riskier plays can cost a team the entire game if it fails.
- Flash is mandatory: This is something that has been generally accepted in the League community, but Baumi shows how such an assumption doesn't really work well for a player just getting into the game. To anyone with even a little experience in League, Flash is so essential that it practically goes without saying that one must pick it on virtually every champion in every game, to the point where not picking it is considered exceptional and/or controversial. Riot themselves have openly said that Flash is so intrinsic to League's balance and design that they don't really want to touch it. To a newer player, however, this means there's this huge false choice in presenting Flash as optional, particularly since the spell is level-locked (which effectively means new players are still put at a disadvantage and not getting the real League experience upon entering the game).
- Some champion designs are gimmicky: This was only mentioned in passing, but one of Baumi's criticms was that some champions (whom he didn't specify) have shallow and gimmicky designs. This echoes player complaints made about kits made a few years back that were centered around some singular minigame, e.g. Fiora and her vitals, which introduce a gimmick that has little to do with how the game plays in general. Riot has since improved upon this (Urgot has a minigame that feels legitimately good to play, and good depth to his design, for the most part), but older mistakes still remain.
- The League client is shitty: This was also only mentioned as a side note, but it's still a criticism that echoes with many players. The League client has been updated, but that has mostly felt like a coat of paint slapped onto a client that is still creaky and dysfunctional, especially relative to something as smooth and vibrant as the Dota 2 client. The tech is still years behind the competition, and it shows.
Personally, I agree with much of this criticism, and I think it's good to see a fresh perspective on this from an outsider, because it's all too easy to get caught in our own conventions. Most of us are used to seeing Flash in every game, or handling the archaic League client, or even having our champions die in a fraction of a second at this point, so it's good to have someone who isn't used to this tell us that it doesn't always have to be this way. Whether or not these issues will get addressed is another matter entirely, but this I think gives a pretty good perspective of what League is to someone just starting the game, and therefore of the issues new players may encounter.