Proof that Riot has abandoned their design values on Counterplay
Counterplay Rich and exciting fights need to be two-sided, not one-sided. In order to dominate your opponent, you need to consistently outplay them, not just pull off that one perfect kill. League isn’t won at champion select and no phase of the game should be decided before a team steps up to fight. We strive to ensure a player's decisions, actions, and reactions matter.
While counterplay is a type of meaningful choice, it’s so important to League of Legends as a competitive multiplayer game that we consider it a pillar of our design values. A fight loses its excitement if the first punch wins – it's what you can do after that adds depth and complexity. We try to prevent hard counters and abilities with no room for reaction, as no game should be over without a real show of skill.
Their own words stand in contrast to current state of the game where damage is absurdly high. One shots are prevalent and there is no room to outplay, let alone react 'after the first punch'.
If you read Rioters comments their current interpretation of counterplay basically amounts to stay 2 screens away from everyone that can one shot you.
Seems to me like the first punch is winning most of the time...
and who lost lane and only landed ONE R should be able to one shot me on Lux through barrier and Lux W shield otherwise the game 'isnt working properly'
can still 1 shot you from that far.