Design Disconnect Between Pro Play VS. Average Players? (Meta/TTK/Game Length)
Obviously there's a huge difference in skill level and complete approach to the game between the two sets of players. There's several sub-topics we could touch on in that regard, but in particular I'd like to talk about how the past couple years Riot has rather clearly been pushing a burst damage meta, IMO heavily incentivized as it makes pro play much, much more interesting to watch, but for many players greatly degrading the experience when playing. I don't blame Riot in that regard- watching a game where they're on a razor's edge of getting two shot with the slightest mistake is exciting! It's just not particularly fun for your average player when you get deleted for being even slightly out of position and don't even have the option to reasonably build tank items as a way to say "I don't want to take part in your silly burst fest" like you could back in seasons 4-6 or so. If you could pro play would quickly devolve into a situation where no one ever dies because there's now a massive margin for error and games last forever.
Regardless of what happens either side gets hosed. Pro play suffers or average players suffer. And introducing mechanics to differentiate the two scenes is clunky as hell. It would be easy to say "In pro play everyone takes 30% more damage" and then scale damage back in the base game but that would create two completely different games which isn't desirable. At best it could be a much more gradual increase based on a sliding scale that ramps up through the divisions, but even that. Clunky.
Is there anything that could reasonably be done to dial back how burst damage focused the game has become without negatively impacting Riot's bottom line in Pro play?