Given the changes in performance of champions depending on experience, and the fact that champions have different learning curves, there is a myriad of different experiences upon different leagues of gameplay, i.e. bronze, diamond, challenger, etc.
It's quite natural for people not to find agreement, because everyone has a different experience. They see different levels of performance of champions. Nobody's experience is invalid, but what causes controversy is when the experience is attempted to be generalized to the entire populace. It is near impossible to generalize these experiences due the vast deviation in performance that can be seen.
The only **true **generalization that can be agreed upon is the actual kit. The literal functionality of the kit is what is true for all people playing this champion. Thus any arguments that have any value in a logical perspective centralizes on contradictions within a kit. However, as we all know, the kit alone is just a tool. Talking about a tool by itself will not tell us how it interacts with something else.
The reliance on interactions between other champions and items is what makes this process complicated logically as it is unavoidable. There is no convenient standard to observe the kit since the optimal situation is always changing. This is why anecdotes are necessary. These experiences give us a certain set of information and when conglomerated, it can show a trend of how the kit it actually is played out. The difference being that we see the **frequency **at which something can be observed.
Even so, a reality can deviate far from the trends a chart shows us. It is these experiences that people have the most trouble with since it seems as though the game the play and the data that is shown does not align.
It's as if these experiences are not important at all.[cass-cry]
But they are.
The issue with using anecdotes in arguments has always been the method they are used. A single anecdote can never be generalized to speak for all experiences. HOWEVER, a single anecdote has the power to DENY a generalization.
Thus, in the case where a design philosophy is assumed by Riot, or even generally accepted by the public. If any one experience is found, that while under the same premises, fails to reach its conclusion, then you have successfully invalidated an entire design philosophy.
[zombie-brand-mindblown]
What this means is that the theory that was accepted before must now be reevaluated. It's through this reevaluation that changes are more readily accepted.
Thus, the strength of anecdotes can only be seen when the theories that are accepted is known. If the theory is not made clear, it must be made clear. Propose a theory that people would generally concede to and then thwart this theory. If you have missed something, an attentive someone will be sure to let you know. Then you'll learn something from it. That's what matters in the end.