Totally agree. Riot has been steadily favoring micro and mechanics more and more over the years. Even pro players across all regions have mentioned the importance of being able to play "lane kingdom" strategies. It's an culmination of things Riot has compromised on to keep the game culturally relevant. Too hard for casual players to learn how to turn a gold lead into a win? Make the game more snowbally. Game length too long? Make the lane phase more important. Takes too many reps to learn how to team fight well? Make side lane priority more impactful. Casual players don't want to sacrifice gold to play the vision and vision control game? Lower the max amount of wards and ward clearing available. All of this has boiled the game down to a far narrower view. It's all about lane pressure, the ability to skirmish, and understanding your own champ and lane on an individual basis. It takes the highest tier of player to expose the few weaknesses in this style of play, as we saw in the NA LCS finals. This is a very big pivot from years ago, when Riot devs said in a public post that LOL is not supposed to be a game where one person can hard solo carry. I think we all know that this is becoming less and less true over the past 3 years or so.
The superior macro play has gotten hard nerfed. Evidence of this when C9 and CLG were at the top of the LCS, relying on Hai to shotcall and expose narrow map play openings to win games, and CLG relying on their coaching staff to set them up with a near perfect first 5 mins every game. 1 off season patch, and suddenly both of those teams plummeted to middle tier team, and had to heavily revamp lineups and playstyles to fight their way back a couple seasons later.
The 15 minute model is heavily impacting the game industry right now, and I am of the belief that Riot is shooting themself in the foot by buying into it. LOL is meant to be a thoughtful, strategy based game first and foremost. When you listen to casuals who cry for more fighting, faster paced games, complain about winning lane but losing game- and then proceed to not learn how to translate a lane lead into the rest of the map, don't care to learn how to control side waves, complain when the losing team is able to trade objectives with them because they aren't decisive enough, don't want to spend money on wards or learn how to play the vision game...the game becomes super one dimensional and dare I say boring.
It seems counterintuitive because there is more fighting and lots of champs are viable. But many champs are viable because they are able to exploit advantageous lane matchups, or early game combat pressure. So what's happening is that the variety of strategies and avenues to win is becoming extremely, extremely narrow. We're sacrificing options in gameplay in favor of champ diversity and more fighting.
Every team is being forced to play the same game. Strat counters are less meaningful than champ counters. People have to learn fewer champs to see success. The list of skills a player needs to know to clean my solo Q is shorter. Feast or famine strats like full poke and 4 protect 1 strats are near impossible to make work. Hard split pushing strats are really only viable in the context of 1-3-1, as 4-1-0 is only possible to pull off in the most extreme cases like when Brokenblade ate Impact alive in the Jax v Yorick meme game.
I understand that LOL already has a pretty high enter point in terms of learning curve, and probably the highest ceiling in esports outside of Dota2. And if that learning curve becomes frustrating to new and casual players, it's bad for business. Especially when you consider how battle Royale and 15 min model games are bodying the gaming industry right now. But the integrity and robustness of LOL and video games in general are suffering.
I used to have the conversation all the time about how gaming was not a wast of time, but was actually super beneficial when compared to watching TV and some other hobbies. Strategy and critical thinking I'd say, teamwork and communication I'd say, multi tasking, theory crafting. Now it's getting harder and harder to point those things out and I'm like, well it still helps my reflexes.
Esports and the gaming industry in general need a big company and a big game like Riot/LOL to make a stand and say, hey we're not going to sacrifice the quality of our game to feed the machine, we are not going to bow down to the Reddit rage posts of teenagers, to focus not on short payoffs, but long term. Cuz guess what? Those casual players are going to move on to another game anyways, and catering to them is only going to alienate your veteran students of the game . So in a couple years...BOTH camps will be leaving your game instead of just 1.
Food for thought yo