Where does Riot get there data for balancing...
At first I was like okay... But then they started making changes like removing Atmas at the same time they removed Sword of the Divine. To be fair sword of the Divine was 3 shotting people but I don't know of any builds that Atmas was dominating with. Now they nerfed fiddles tether range because...
"Drain's mechanics are simple - break the tether and you're good. Stay around, and risk losing a duel to a stick figure. Fiddlesticks can still lock you down with Terrify to ensure his success, but lowering Tether's range makes sure enemies can actually escape when he fails to scare them good and proper."
All they did was lower tether range that doesn't make the lockdown any better. Terrify and drain work together in an interesting way. They both share the same range so the way you use them is really important. With enough movement speed and tenacity terrify doesn't actually provide enough CC for a good drain channel, at lower levels. To compensate for this you might get a little closer then minimum range to get a fear off or take a few steps after a a terrify to use drain but then you waste some of the hard cc just on your positioning. Nerfing the tether range doesn't really add anything because it just means people can step out of tether and still be within a decent engage range. Whatever thats a tangent though. Either way it seems that the way things are balanced is, well lazy (no disrespect.) You know how many times I have seen this
*IT'S COMPLICATED Attack frame sped up slightly. This doesn't mean Katarina attacks faster, just that she completes her attacks faster. Why isn't that same complexity being applied to fixing other champions. *
Why is it that some champions get that much attention...
Remember Zac in 4.21?
*R - Let's Bounce! KNOCKBACK RANGE 250 ⇒ 400 (enemies will be knocked up higher and longer to match the new range, but total crowd control durations remain the same) *
Thats methodical tweaking and balancing something.
Or Gangplank in 4.18
R - Cannon Barrage IT'S HARD TO AIM A CANNON Cannonballs now fall in waves that damage the whole zone once per second. Individual cannonballs no longer have individual damage zones. COOLDOWN 120/115/110 seconds ⇒ 125/110/95 seconds
I'm not about to tell Riot how the team in charge of balancing the game is supposed to do their job, but right now the inconsistency on what their job is really killing me here. It feels like down right favoritism, to have some champions straight "nerfed" and have the values for the numbers just cut while some champions in a similar boat might be "tweaked" and have the mechanic they use modified slightly to preserve the mechanics.
In the end odds of this being read though are slim but I needed to get it out there.