Thanks for the feedback, McNaulty. We don't always know what kinds of questions we are going to get in an interview like that, so I apologize if any of our answers were hard to follow. (And kudos to the Trinity Force team for giving us the opportunity.)
I'll try and clarify our opinions on some of the points you raised.
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We did add some additional options for vision for preseason in the jungle, but we didn't take away vision from anywhere else (like wards). This means that players just overall have more vision now than they did before. If we make vision too easy to manage, we take away one potential avenue for game mastery. In other words, if you get a lot of vision just for playing the game, then players who go out of their way to ward every brush don't feel rewarded for doing so.
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We believe we failed to meaningfully improve jungle diversity previous because it just came down to buffing or nerfing champions. The problem with that approach, as I'm sure is obvious to most players, is that you're just shifting who is the best, not really providing multiple opportunities for different champions to be the best.
I'll risk using an analogy, that like all analogies, isn't going to be 100% perfect but might get the point across. If two teams participate in a foot race, then the faster team is probably going to win. (This doesn't happen all the time in real life where there are a million factors affecting performance, but it's more likely in a video game where movement speed is just represented by a simple stat.) However, if you change the foot race to a triathalon with foot, cycling and swimming legs, there is more opportunity for differentiation. You can have the guy who is really good at swimming or the guy who is really good at cycling.
Previously in League, we worried that jungling came down to who could gank the best, since clearing came down to patterns that could be predicted and mastered with enough games. Our hope with the preseason changes are that there are other avenues for who can be the best, such as the best invader or the best farmer. By adding more variables to the jungle (which yes, does make it harder) we hope to create different variables that allow different champions to be strong or weak. As an example, strong burst damage might take out the scuttler before it scuttles away or let you get a clutch dragon steal, but strong sustain might let you clear quicker, or finish clearing with enough health left to go gank.
- I'd prefer not to get into a comparison between which game has a better pick/ban system, because in my experience those tend to devolve quickly into a lot of different tangents about which game is better (as well as just getting heated in general).
Instead, let me just talk about the flaws we see with our current pick/ban system. Ideally, the bans are a release valve to handle situations where a champion is just OP or the other team is so good with a particular champion that you want to level the playing field. The pick system tries to be fair about which team ends up with which champion as well as giving teams the opportunity to counter opposing picks. (We don't want League to be won at champ select, but we don't want champ select to be irrelevant either.)
However, when players fear that the linchpin champion for their entire strategy might get banned, it tends to push them towards using more generalist champions, in which they can more readily shift to another generalist champion rather than risk all of time they spent practicing a particular champion-dependent strategy getting shut down. Allowing more or fewer bans doesn't seem to change that calculation too much on the side of the banning team -- you just move down the list of the next perceived overpowered champion or champion you don't want to play against -- but it does increase the chance that the champion you really want to play is removed from the game. Another problem is that picks are used as an additional ban. Players choose champions not because they necessarily want to play them, but because they absolutely don't want to have to play against them.
The way I view it personally is when I am watching a video of a game, I sometimes skip over the pick/ban phase and just get to the action. That's because you can often predict which champs will get picked and banned (which, to be clear, is our fault and responsibility to fix). But, when you get one of those exciting pick/ban phases, it can be really exciting. These usually happen when unusual champs or strategies get chosen and we'd like to develop a pick/ban system that doesn't try to squelch those strategies.
Does that make more sense?
We don't expect redesigning pick/ban will be a magic bullet to solve champion diversity. We also think we need to support more strategies in League (which is part of what the preseason changes are all about), update all those champions without meaningful strengths and weaknesses, and just fix champions that are severely overpowered or underpowered. But we do think we can come up with a better pick/ban solution than the one we currently have. We don't have anything to announce and given that, my suspicions are you won't see any changes to pick/ban this season, but it is something we'd love to improve.