I know this is going to be an unpopular opinion, since winrates mean everything, but...
Can we give LeBlanc's snare a small nerf? I mean, really small, just enough that, for example, a mage with low mobility can get out of it in the following circumstance: LeBlanc dashes to literally on top of said mage, throws the "skillshot" snare, then uses the reverse dash and runs away. The mage flashes away from the LeBlanc and runs for the rest of the chain duration. Can we get enough of a distance and slow reduction that this wouldn't end with the mage snared anyway?
Is it unreasonable to expect even the tiniest amount of counterplay? The only option is to build tanky enough that it doesn't instakill you, and just hope they don't come back to finish the job in 10 seconds when their cooldowns are reset while you're recalling behind your inner turret with the outer turret still up. But they do, so that's not really an option either.
But the 49% win rate means any suggestion for any sort of nerf will be disregarded and downvoted, naturally. But seriously, her laning phase is too powerful, even if she falls off late-game, because half the time (or 49% of the time), you barely even hit mid-game before surrendering.
I'm going to be perfectly honest here. The damage is pretty high, considering the charge-up for bonus damage proceeds to completion before the second damage iteration. The fact that it's basically a point-and-click ability instead of a skillshot is annoying. But
has a snare that is pretty easy to land, and if she attacks afterward it deals comparable damage. The problem is that Lux has to move in to attack after snaring, whereas
gets equivalent damage on an easier-to-land ability when she can be LEAVING, so there's no opportunity to punish her. Something to consider.
(To note: I'm not comparing her to Lux as a salty Lux main. I don't particularly care about that. There are other examples; this was just the easiest one for me to come up with. Given Lux's kit, I'd say she's actually a good matchup against LeBlanc. The problem is fighting her as a champion like
. I am not saying that she shouldn't counter certain champions, and this should be obvious. I merely find that playing against a champion whose abilities give no counterplay somewhat ruins the game. A similar case could be made for making
's Q a skill shot. A 300-second-cooldown ability (
) should give some measure of benefit against a 10-second-cooldown ability, yes?)
TL;DR: Might I suggest adding counterplay to certain abilities? IMO, there should be counterplay to any and all abilities. If
's snare was actually a skillshot even when combined with her dash, I wouldn't have a problem with it.
Idea: maybe have the snare breaking distance set to 2x (or 2.5x, or 3x; at 0 distance those are all the same anyway) the distance at which it was initiated? This would make the dash-and-snare tactic more difficult to pull off if not obsolete, while still maintaining a decent range if a player decides to use it as a skillshot (as intended).