There are champions that basically represent the major issues with LoL.
##Let's go over them:
Tanks need absurb damage and innately higher stats to be relevant, making them a chore to lane against and just extra damage counts during hectic fights.
Assassins' existence is dependent on "how fast can I pump out 2.5k damage and will it kill my target," sucking the interactivity and fun out of the game.
An AD carry is a win condition. If you don't have a source of strong, sustained basic attack damage, you will be outpushed and outdamaged. Nothing lives under their fire, and nothing lives without one behind it.
Late game champions are now being forced to have absurdly early powerspikes, undermining the entire existence of a "late game monster" when the late game has been pushed towards the 15 minute mark.
Mages are determined to be useful by how hard they push a wave and how much damage they can pump out in a team fight. Utility is optional and is completely useless unless it is hard CC or amps up a hypercarry's path of destruction.
Utility in bot lane is far outclassed by the ability to deal damage. Healing and shielding is cool, and other neat tricks like making tunnels through terrain help, but umless you can burst the enemy laner down or lock them down you're at best a B-tier support.
Champions are forced to either break the game in their favor when it comes to their unique qualities or they will be obsolete and forgotten for a while.
Champions with mobility and disengage tools can choose when to interact with their laner with precision, making laning against them very one-sided in their favor.
However, some champions' designs already have good solutions in them. For example:
Tanks should build and have to utilize their kit to access their durability in creative ways. Leave the stat-checking for juggernauts.
(I know he's not an assassin, bear with me) Require assassins to have some prior setup to their assassinations so that the more they plan, the smoother it goes. Make them work for a kill, not just dive-bomb for it.
AD carries should be a class that have to choose their targets. Attack, move, be creative, use their skills fluidly in a fight and make your auto attacks count. Being a turret is not an expression of skill, and if anyone had a choice I doubt many who play that kind of playstyle would not.
Late game champions should gradually grow stronger. Snowballing should not be a natural occurence. It must come with good play and good choices.
Damage shouldn't be up front. Each ability must have an impact that can be seen. A slow, a root, a stun. Having a mage who can add to a team without having to be a damage hose is refreshing design.
Though he can deal some hefty damage, Zilean showcases that powerful utility can be annoying to face. And you can manipulate speed, create stun zones, and even cheat death. That is potentially great utility design that does not focus on just damage.
Although this champion is awful to face, his speed boost displays good aggressive design. If mobility that can be used as disengage but rewards ballsy plays is used, champions can choose their fights but not by being a coward. They use the old noggin to pick their time to shine.
##What other design failures or potential solutions do you see in LoL? Please share and discuss.
do i even need to say anything? Builds full ap +
and tanks longer than most tanks/juggs/offtanks while still doing mage lvls of dmg. Oh and then there's his pool, and you thought fizz was annoying.
High dmg from untargetable minions, yeh seems great. atleast i can kill heimer turrets to get past them, this dude hides behind a bunch of untargetable Damage puppets. Feels horrible to play against.
you know when you can dash from lane to red buff and aren't using your ult for it(
) something's fucking wrong.
is the closest other thing I could find but his design is awful.
"it's all skill" Everything he does that REALLY gonna hurt you is a skillshot you can dodge. but the community still calls him a braindead Q spam champ so i guess not.
. And i'm talking about triple axe type of stuff here, not "i got 2 kills fed to me and now i'm hitting half ur hp cuz i cashed in". His skillcap is pretty high.
has a pretty high Skillcap too.
, but that's a champ i'd rather not talk about, especially not in a positive way.
In a game with a near-infinity of potential playstyles and identities, champions are being designed in a manner that overlaps far too heavily with preexisting kits.
In a bid to make champions individually successful, many of them have been given a design that cannibalizes the agency of others to add to their own, making themselves fun at everyone else's expense.

Literally everything wrong with the game in ranked matchmaking since season 3.
or tanks like
, and aswell you see more enchanters than mage supps.
but OK, lets forget all the time that the enchanters were topping the winrate supps with aswell high playrates just because they were nerfed like 2 patches ago.