Tee-ball champions are the source of major balance issues, it's time to evolve them.
I've noticed that all anyone talks about on these boards are the superficial surface-level issues that arise from deeper conflicts in popular game design philosophies. So I want to try and frame the balance discussion as it truly exists, and this goes right down to the fundamental problems of game design we see today. It's important to note that the easy thing to do is to attack Riot. I've always viewed this approach as inherently flawed because it assumes that one side actually knows how to solve the issues at hand, and if they aren't solved then it's because Riot is somehow ignorant of the problems. The point is that we both want the same thing, incredible gaming experiences. This may be starting to sound like a useless post of neutrality, but I actually do hold a firm stance on this issue. I believe that neither Riot, LCS players, or the overall playerbase alone can actually understand how to evolve a design philosophy over time. I believe that each of the 3 perspectives are pieces of a picture that can't be understood or debated on with only 1 or 2 of those pieces. With this in mind, I tried to fit the pieces together myself in order to come to some conclusions about the balance debate. I'll try to explain these conclusions in this post.
Unfortunately the financial risk involved with developing a game has led the industry to a situation in which game developers feel the need to create artificially low barriers of entry. This results in a rewarding experience right from the start, which greatly helps with initial sales as well as short-term growth of the playerbase. Unfortunately these experiences are ultimately very shallow, and will therefore limit the potential for player retention as well as eliminate any possibility of longer-term growth. I think Riot understands this concept, which is why we are seeing more champions that have a very high skill cap. Crucially, it needs to be understood that champions with a high skill cap will inherently come with a high skill floor. Some may try to debate that last point, but in my experience it has always stood to be true. The truth about champions like Lee Sin is that they have as much potential to be completely useless as they have potential to feel "unfair".
This feeling players have of certain champion's kits being "overloaded" can be more accurately described as other champions being under-loaded. I call these "Tee-ball champions", implying they serve as the introductory experience for LoL. Whether or not this is good game design depends on whether you're asking the accountant or the lead developer. Tee-ball champions are a fantastically cheap and efficient way to teach players the fundamentals of the game, and I can't blame a fledgling start-up developer for using this strategy. Some would suggest an updated tutorial system that could replace these introductory champions, while I would argue that this can literally be the worst way to introduce players to your game (as a general rule). Watch Egoraptor's "sequelitis" video on Youtube for a better understanding of this concept. I actually believe things like Riot's champion spotlights are on the right track, but also question the actual necessity for a lower barrier to entry in the first place. Surely you can't have an impossibly hard learning curve if you want to retain new players, but there is definitely a balance to be had.
What Riot doesn't seem to understand is that having these garen-esque champions in the game actually limits their ability to evolve the game over time. I envision a future of game design in which multiplayer sequels are far and few between. EVE online and the recent visual overhaul of Summoner's rift are proof that this game design philosophy of continuous development is vastly superior (within reason). Despite my love for science fiction I personally hate EVE online, but the fact that such a tedious game can remain so popular really emphasises how strong this philosophy of evolving and continuous development actually is.
Ultimately I believe all players would like to be able to play champions based on the appeal of their character design, without having to worry about whether or not they are handicapping themselves in ranked play. For example I absolutely love Ashe, mainly because she reminds me of my nostalgia for my experiences playing the elven race in the classic MMORPG Lineage. She does have one skill that has depth to it which is of course her Ultimate, meaning she isn't actually the worst case of this "Tee-Ball champion" theorem. Another example of a champion design which really appeals to me is Garen, my god what a waste of good art and voice acting he is. I would absolutely love to "master" this champion, but of course everyone knows there's nothing really there to master. It's simply frustrating that I can get so incredibly bored with a champion who's character design otherwise appeals to me. As a competitive player, I thirst for deep gameplay experiences and I do truly understand the meaning of the word "meta". The term meta can be applied to the overall broad team strategy, but it can also be applied to the way LCS players dodge skill shots. It can simply be described as "We think, so they think, so we won't", or "We think, so they think, so we won't, but they they might consider that, so we we WILL!" if you want to get into 4th and 5th level meta.
The problem we see with champion variety in both soloque and LCS play stems from the thought process of "Do I want to win, or do I want to play the champion I like". Rarely do the two choices coincide, so the end result is that champions are choosing us, instead of us choosing our champions.
I hope someone at Riot reads this and seriously considers my ultimate argument, which is that these "Tee-ball champions" are now serving as nothing but dead weight to the game. It's crucial to consider this argument from the perspective of game evolution. Just as we see terms like "Web 2.0" and "Web 3.0", I believe we have entered an era of "Game Design 3.0". Unfortunately it's difficult if not impossible to design a champion that rewards mastery of the kit while also having a low barrier to entry. If every champion was designed like Lee Sin the game would have an incredibly steep learning curve and probably wouldn't be as popular as it is today.
So what CAN replace these "Tee-ball champions"? This is a very difficult question to answer. I would first actually ask if they are even necessary, can we really have so little faith in new players (especially kids) to want to learn and challenge themselves. I do think the champion spotlights are a good start, but I also think Riot could consider hiring pro players to do official commentaries. It really seems as though it would ultimately be a leap of faith, unless Riot has some ideas that I haven't considered.
No matter what way you slice it, I honestly believe people who say they feel frustrated when playing against champions like Lee Sin are looking at the issue from the wrong side. In actuality I believe people simply feel frustrated that their favorite champion doesn't have the same potential for high level play, I know I personally do. Finally, I would argue that many people simply don't have the mindset for competitive play. There are many who argue against fast-paced mechanical skill in games, and instead argue that emphasis should mostly be placed on overall strategy and decision making. Personally I think this is a huge cop-out for those with pseudo-competitive mindsets. Those who are quick to blame the game for being "too hard" or "too intense" are also most likely to be the same kinds of players who are quick to cry "elo hell". Mechanical skill, strategy, and quick decision making. I believe all three of these aspects being combined are going to result in the most incredible gameplay, especially from a spectator's perspective.
"LC$ big plays" is a recurring trope derived from the argument that Riot is purposely leaving certain champions overpowered for reason of profit. This is of course a completely ridiculous and immature argument. Riot wouldn't be where they are today if they had such shallow decision making.
For those who have ever followed the Starcraft 2 scene, here is a little humour for you: If Terran is to Vayne as Zerg is to Thresh, then surely Protoss must be akin to Garen ;). Now tell me, how can you possibly balance such a game? The answer is that you can, but you have to take such extreme measures that you risk inadvertently limiting the overall depth of the game.
Riot, the visual updates to summoners rift and many classic champions are simply amazing. I think it would be fitting for you to consider evolving the strategy of LoL to match the new look. I believe this can be done by adding complexity and increasing the skill caps of older champions. From my perspective, it appears that the extreme skill cap variability is limiting your ability to balance the game.