Counterplay
I'm tired of "counterplay" being the new(ish) buzzword used to complain about skills. The counterplay of the skill isn't all that is important. While a skill having counterplay is great and all, we can't just tag counterplay on everything that isn't an ADC (Autoattacks only counterplay is blind, and that is available on two champions-- One of which shall not be spoken of, and the other is the fairly buggy mess that is Quinn). This would pretty obviously make ADCs king.
What does matter is that the ability is fair in context with the champion kit, and other champions. Yeah, point and click spells are easy to use and have "no counterplay" as some whine. First off-- how is this different than an autoattack? Second, they are typically balanced with lower range, longer CD, lower damage, or put on a champion whose kit has that as its primary move or something of the sort-- they paid for it in their power budget.
And with other champions-- unless we're ready for Riot to rework roughly 120 champions +/- the rest of the champions in the game, simultaneously, this isn't fair to the champions that are reworked. They get all the counterplay-- See Sion, for instance. Mostly good just because of the sheer bulk his W brings, his Q, W, and R are all loaded with counterplay (Just walk out of Q, you have a whole second. W you have three seconds to pop it. R, you just sidestep and he runs 500 units away before he can stop). Now, why is it fair for Sion that he has all the counterplay in his kit, and something along the lines of Nidalee or such-and-such exist? Champions that have little-to-no counterplay, but continue to exist because Riot can't possibly get around to reworking all the champions in the game.
Maybe we just focus more on it being "fair." Again, a champion having a good point and click move is more than fair if they pay for it somewhere else in their budget. Not everything needs to be a skillshot or have a 2-3 second delay, and truth be told until autoattacks are skillshots too (counterplay, its only fair), this shouldn't even be a complaint or buzzword.
's new Explosive Charge, carry counterplay, because the target can react in some way to lessen the impact of that ability or turn it against you (Trist needs to stay within autoattacking range throughout the whole ability, for example), but others, like
's old Q, don't, which forces those kinds of spells to be less powerful and interesting. Counterplay's a term that's been running around for years in League now, and even though it's often misused, it's an important part of gameplay and the design process, and can often help explain decisions that would otherwise not make much sense (giving Ryze a skillshot, for example).
point and click instaburst cough
"what's counterplay?"