Riot, can your new champions be designed like Sion & Xerath?
Pretty straight forward. Not flashy and super crazy. Just simple. Against these two champions, I have never felt like "Wow, thats crazy". The moves are like this:
Passive: Your first attack on a champion will stun them
Q: Dash and damage everything you pass though
W: Lob a bomb that stuns what it hits
E: Gain attack speed and movespeed boost
R: Charge up and damage everything around you
The fun in it is that you have a simple kit, and how you try to use it in its best way possible is what was fun. You think of how to just combo your abilities. Anyone can play this champion. But people who will play this champion more will get to know the moves a little better and can do better than the others.
Here is how I feel the new champion moves are like
Passive: Every third auto attack will deal 10% of your max health in magic damage if your health is lower than your opponents. If your health is higher, you heal for 10% of your current health. This effect is changed to 5% of your max health if it is on an enemy champion who has lower max health than you do.
Q: Your champion leaps into the air (untargetable while doing this). And lands in an area. If its on a champion, that champion takes true damage based on how many stacks of your passive you have applied to them. This ability will knock minions away from you like projectiles that will lower the magic resist of whatever they hit. If the minion is killed by the leap, it will explode at the end of it's knockback
W: Your champion shoots out a linear skillshot. When it hits a unit, it will fly out at another unit like a skill shot. This will not bounce back to the same target, but if it manages to hit the target a second time, you gain a speed boost that decays over time based on your bonus MR and the affected target takes true damage. After this happens, it cannot hit that target ever again. It can bounce off of towers an unlimited amount of times.
E: Passive: Damaging a target by any means boosts your armor and MR temporarily.
Active: Your E passive is reduced by 20% when this is on cooldown. You can blink up to 3 times over a short distance. A ghost is left where you last blinked from. If something hits that ghost(so if you dodge something with this ability) Gain bonus 3% AP each time. This changes to 4% if the champion that did it was hit by your W.
R: Passive: When you die, the champion that killed you takes physical damage equal to 20% of your max health
Active: Attach a chain to an enemy champion. If you deal 20% of their health in damage while it is attached. They get stunned. If you do 40%, they take a true damage burn. If you do 60% damage, you get a shield for 20% of your max health. If the target dies, they explode, dealing damage based on your bonus health, minus your bonus attack damage, multiplied by 1% of your MR in magic damage.
Yeah. This champion is complicated as fuck. It has a ton of weird shit that your opponent will have no idea what the fuck is going on and you will probably have to learn what they do. At the end of the day, the champion pretty much plays the game for you. You activate your abilities and a bunch of shit happens. You could probably take this champion idea and make 3 champions out of it's concepts.
TL;DR: Stop giving champion kits so much shit.
as a supposedly "simple" champion, at least in the way it's framed (seriously, go read his kit description on the wiki, it's one of the wordiest around).
's kit is, similarly, loaded with many different effects and conditionals (his passive doubles against champions, his Q has variable range and a self-slow and can be canceled to refund mana, W has increased damage and CC at the epicenter, E stuns based on distance traveled, etc.), so these "simple" champions also have a ton of different points of power that can be changed at any given time to adjust their strength.
or
, is that fewer effects mean a) fewer possible things to tune, and thus more difficult balancing, b) less variation in gameplay, and therefore champions who tend to be less interesting, and c) power that can actually feel far more diluted than any modern champion. Conditionals allow abilities to be far more powerful than they'd be allowed to if they applied the same effects every time (as mentioned above, three-strike passives allow for a lot more power than just persistent on-hit effects or the like), and also set new mini-goals for both the player ("do things in this way that's a bit more difficult") and their opponent ("prevent your opponent from doing things this way") that each carry their own rewards. By contrast, abilities that do the exact same thing all the time tend to not feel all that powerful, and when they do happen to be really strong they also tend to feel unfair (e.g.
's old E back when it dealt point-and-click damage over time that scaled with 100% AP). There are definitely cases of champions who probably have a bit too much going on (
or
, for example, but also
, who's been around for years), but the plethora of new effects on modern champion kits is a good thing.

or ones that help the kit but dont make or break every 1v1
and then some ults that are really just press R and win
? They were outclassed by
, if there was another long-ranged mage being created, either him or one of these 3 will then fall of the bottom and never be seen again.