Champs need meaningful weaknesses
A lot of the same complaints about certain champs pop up over and over again, and I'm here to claim the reason why is that particular champs lack of a meaningful weakness.
Meaningful weakness-A weakness that a player of that champ must consider and actively play around to succeed.
Example: Thresh
Thresh has ranged harrass, an amazing amount of CC, can give one person a free flash that can be 3-4 times the distance of normal flash, scaling armor and AP. What is his meaningful weakness? He has none.
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- Mistake* Gathering souls is easy, because the other side cannot see the souls to prepare harrass.
(I looked this up before I posted and saw info that the enemy could only see his souls if they could see stealth. This is wrong, my mistake.)
- Thresh has no mobility, but he has a shield, scaling tankiness, and flay to knock back and slow enemy champions. Further, he has ranged harass! He doesn't need to get in range of being hit.
What Thresh lacks is mobility, but all of his abilities and play style mitigate the weakness to make it almost an afterthought. In other words, you don't have to think to mitigate it, its not meaningful. There's no choice, no risk versus reward.
Example: Lee Sin
God of the jungle for too many seasons to count, lets see why.
- His kit has sustain, damage, and incredible mobility.
- His ganks have a slow, amazing damage, and he can shield himself or get away if it fails.
- He can invade without fear, as he beats most champions one v one and can get away with a ward hop anytime.
- In teamfights, he gets to change his entire role to an amazing tanky initiatior.
So early game he's excellent, mid game, excellent, and late game, excellent. He has everything he needs to make great plays, and get away if he messes up.
Where is his meaningful weakness? You don't have to really think or play around any weakness of Lee Sin as the player. As an enemy of Lee Sin, there's really no meaningful weakness to abuse or counter him.
**Examples of champs with meaningful weaknesses that are effective: ** Janna-Squishy as hell. If caught in lane or alone, she explodes. Placement is a constant concern as a player for her. Leona-Incredibly effective if an engage is judged well, but her all in nature puts her at great risk for failure. Master Yi-Yi can be incredibly effective, but a good Yi needs outstanding timing on alpha strike, meditate, and must have excellent timing for team engages. CC and he blows up like a paper doll.
It is my argument that a champ can be even MORE fun to play and play against with a meaningful weakness, as it requires more engagement in gameplay. Examples like Thresh and Lee Sin can also still be very effective at their game, if a meaningful weakness is introduced. They would probably be more fun too!
For example: Thresh could have his early game hp nerfed a little bit, requiring more careful soul collection. If an enemy catches Thresh, he should blow up more quickly. As it is, he's just too safe.
Lee Sin could have just one role taken away. If you like his mobility, nerf his damage. Make him weak early game and easily abused, but scale great late game. Or switch it up. Make it so he can't just build tank and be effective late game. Force him into high damage, but meaningful engages. Make Lee Sin's have to think, and give players windows to abuse him.
TLDR: Meaningful weaknesses make the game deeper and more engaging but do not need to make a champion ineffective. Adding meaningful weaknesses to problem champs could make them more fun, while still retaining fun and effective gameplay.
Stuns/engages better.
and
Peel better, the former giving more in terms of shields.
Janna's shield is better, as it also provides AD.