Reasons why League is in decline
1- Matchmaking- In 5 previous seasons, I have never seen inequailty like it is now. Whether it's the autofill effect or just the matchmaking logarithms, it just isn't working. Let's just say the highest rated person on your team is (5) and the lowest rated person on the team is (1). The goal is to make both sides add up to the same total number, let's say (10) is the goal. (1) mid versus (5) mid is too much of a differential to overcome (2) vs (3) top lane because of the snowballiness of the game making underwhelming lanes too hard to overcome. Wins are too easy and losses are impossibly hard. The goal should be even matches that when you lose you can find focus points to improve upon and learn from specific mistakes instead of well if I were an octopus I could play two lanes on two accounts
2 -Snowballing - This is insane. I remember vividly when I first started getting serious in ranked that several games had almost a feeder in one lane every game and those games never felt out of control. Now, I see my bot lane die pre 5:00 and it's almost like a subconscious thought already knows it's a sealed deal. Perhaps this is being worked on with patches recently but it seems very much the same as of right now.
3- The COMMUNITY - Wow. When did being toxic become an every game occurrence? If it's not my team it's in either all chat or end of game chat. This is probably the most radioactive online community in the history of any game. I'm pretty sure that people getting angry has alot to do with the state of the game as it is too but that still does not make it justifiable
4- Burst - Remember those champs that were OP and did stupid damage? The 2-3 per season that were banned every game? Welp, now we have 10 ish champions in the game that can pretty much 100-0 in the blink of an eye. Just because big numbers seem like an attractive proposition does not mean it is healthy for the state of the game. Making 20 champs able to do said burst is not balancing either, it's quite the opposite.
5 - LCS - As this has become more popular and revenue streams and backing have become super money intensive , the spotlight for the overall community has taken a backseat to the cash cow. Let's be clear about this. If you ruin the game that your targeted customers are playing, your demand goes down while your supply is up and you will end up on a dead end street. E-sports is a whole different breed compared to standard sports. Standard sports play the same exact sport with minimal changes to said sport and people pay to see that tried and true product. Games not so much. League will be no different than the predecessors, the game will die and population will migrate to a different MOBA , FPS , RPG. Focus around your mass audience, not the 10 teams vying for a championship. As the fanbase dwindles, so does the viewership and revenue.
It would seem that one company would eventually learn from other companies that ruined their cash crop by changing / modifying it from what made the product so popular and addictive (i.e..... WoW anyone?) .. But apparently not. It's also not that making one mistake is bad but the string of mistakes from the past 3 seasons just seems baffling. I guess that's what happens when you hire developers that were a major contributor to the downfall of other massively popular games.
Just 2 cents from someone seeing the writing on the wall and hoping it sparks debate and change.