Design philosophy
When and why did design philosophy change so much? (Not to imply for the better) Back anywhere from 2-7 seasons ago and before, there was a way to counter a champ, even if you didn't exactly know how they worked like
Deny farm
QSS
Sidestep
But it's quickly turning into "you have to know how this champion works, down to abilities and stats to counter him" like
Know the timing of his wall
know the timing of his shield passive
know how his ability passives work (his ult ignores 50% of armor, his ult works if another champion knocks you up)
He has a 4-shot ability, and the 4th always crits
he does not gain bonus attack speed, so standard AS items give him more damage
his grenade does bonus damage if it kills
his Q does bonus damage to anyone caught in a trap
To actually get acclimated with a champion, standard says anywhere from 20-200 games 20 games times a forced minimum of 20 minutes a game times 146 champions divided by 60 to put it into hours puts it just under 1000 hours, at a VERY CONSERVATIVE ESTIMATE Which, if you want to actually play the game, you either do that, or get stomped because you didn't know how the champ worked
The worst part is that the only person who can see those effects is the person playing them The client does NOT tell you scalings, flat damages, or even passives If you go on the official website, it STILL won't tell you accurately (my favorite is "Jhin sets up and channels, enabling him to fire 4 super shots at extreme range in a cone in front of him. The shots stop on the first champion hit, slowing it by {{ slowpercent100 }}% for {{ slowduration }} seconds and dealing {{ damagecalc }} physical damage, increased by {{ percentmissingamp }}% for each 1% health the target is missing (up to {{ maxincreasecalc }}). The 4th shot crits for {{ fourthshotmultiplier100 }}% damage.")