My problem with "Generalist" champions
I think generalists should have ultimately lower win rates in general. Since they have so many areas covered (at least somewhat), they should not excel in any of them, thus lose more to those who do excel in specifically strong areas. Generalists have the luxury of not having an absolutely shitty match up and a fairly easy design which allows them to handle most situations to an extent. So having a lower win rate means that they require skills and cooperation to win and are alright. If they have high win rates then that is a bad sign. It means that they are excelling in an area (or multiple) which they should never do.
Problem is, they tend to be able to abuse items very well because of how wide of a coverage they have.For example:
. Generally good in all areas an ADC can have even if he is slightly better in trades than most if not all ADCs early on. But he can abuse items which have a stacking or on hit effect like lifesteal and armor shred. So when those items are in a good spot for all ADCs, they are especially good if not broken for the generalist Lucian.
There is my issue with generalists. They are too hard to balance, because alone they are meh, but item and meta changes often break them, where they would benefit all others. Nerfing them would mean that when the meta shifts again, they are abysmal since their defaults are already lower than others. And nerfing the item or thing that is strong in the current meta, does not fix the issue, and hurts those who were intended to utilize the buffed things to bring them back into common play. Nerfing an item so 1-2 champions cant break it is a bad solution, but, there is no easier one currently. This is my issue. #Generalists are too hard to appropriately nerf and balance.
I would like to suggest we remove them (the generalist aspect, not the champions) and give each of them a focus, but but I cant ask that and that is not likely to ever happen because it would be a lot of work to do so.