Something to consider when designing champs
I just wanted to give my 2 cents of a basic idea that should be used when designing champs.
Please remember that only 1 person is playing it while 5 have to play against it.
If you make a champ that is fun to play but absolutely miserable to play against, the end result is a lot more people being angry than happy. This is kind of obvious with Zoe where admittedly she is fun to play, but at the cost of being really annoying to play against. While landing a 4000 range sleep on someone might feel satisfying to do, it feels absolutely miserable to play against.
The boards are pretty evident of this. You have people who play her thanking Riot for making her and at the same time the people who don't complaining how frustrating she is.
This is not a thread just about Zoe however. There are a lot of champs that are like this. Another example is a champ like Lee Sin. I'll admit he's a ton of fun to play. Granted, I'm personally bad at him and would never play him in ranked, but I do have fun being bad on Lee in norms occasionally. However, it's pretty apparent that a lot of people really hate playing against him. There are also champs that are both miserable to play with and against. A champ like Trynd is miserable to deal with because at some point he's going to reach a point where you need to send a lot of people to deal with just him. Trying to defend him solo leads to getting dove and killed. On the flip side, it's annoying to have him on your team because he splits 24/7 leaving the rest of your team to deal with the map 4v5.
So that's my humble suggestion to consider when designing and reworking champs. I think how a champ feels to play against should be a major contributing factor.

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in midlane????
in toplane???
in midlane???
in bot???
new meta pls nerf
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+ Manaflow Band. They also added the self slow on Blitz's W to further punish him for attempting bad hooks.
???
due to the normal toplaner being 1-2 levels and 300-400 gold behind Akali.
to get 1-2 extra seconds of living, it's a horrible experience for the toplaner.
with the ramp up on his Q and delay on the W reactivation damage (which also removes the remaining shield) and R requiring a build up for max damage and CC