Hot Take: A rework isn't bad because it's hard to balance for pro games
This game has been very largely centered around solo queue for a long time until recently. Back in seasons 5 and prior, you'd be hard pressed to find many fighter class champions in pro games. Pros largely stacked tanks on top of each other because fighters were glorified split pushers that didn't even scale like real split pushers (Jax, Trynd, etc.).
Fast forward to now and we have Riot actively trying to make champion types that were previously never good in a competitive setting...actually good in a competitive setting. Juggernauts like Urgot and Aatrox, assassins like Qiyana and Akali, and divers like Camille and Irelia. All these class types were previously rarely seen in pro games, regardless of how much they're seen in solo queue, but Riot's been making effort to fix some of their old solo queue-centric designing issues. Things like "Assassins being designed to irritate the fuck out of people early and then become kamikaze dive bombers in the late game" and "Juggernauts being absolutely useless save for the juggy patch" have been steadily addressed one release at a time, and herein lies our issue.
League isn't a game that's addressed all at once. It's not like a fighting game where you release a new game and EVERYONE is brand new at the same time, and EVERYONE ages at the same time, and EVERYONE gets reworked and released again in the next game at the same time. As Riot releases new champs, old champs fall by the wayside and ALSO need to be addressed. Designs of old like Malphite and Maokai aren't going to cut it as top lane tanks in the long run, but Riot's prioritizing other things rn because they're "good enough" for solo queue that they can do other work instead. Eventually, we'll reach a point where more of the roster can keep up with these newer kits in the pro space, which will then make these kits require less pro-specific tuning. These kits that get buffed and nerfed, like Akali and Aatrox, largely get nerfed for pro dominance, not solo queue, but that's because a shit ton of kits in the lanes they occupy don't have what it takes to keep up with a "functional diver/assassin/juggernaut" kit.
Short version: New fighter/assassin designs are hard to balance for organized games because Riot's trying to do better when it comes to fighter/assassin designs which we used to collectively accept as "damn near nonexistent in organized games". This is causing new balancing issues as Riot's trying to figure out a means to have these new designs be good in this space without being overtuned or undertuned in our standard solo queue games. These issues are necessary growing pains in order to push League's champ design philosophies into a better space for the future of more sub-classes instead of stagnating where it's comfortable because you don't want to upset people, otherwise organized games would have continued to be ran over by multi-tank setups like it was prior to this.
the evolution of good champion design.
Come out of nowhere and
delete you in .3 seconds
while clipping the murder
for the next YT montage.
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