It's like this game is balanced like a PvE action RPG...
Where you have low health and high damage, but the enemy mobs have low damage and high health.
When you look at them relative to each other, it technically wouldn't matter how you do it for the PvE situations, where if you reversed it, giving the players high health and low damage while the enemies have high damage and low health, then it would feel exactly the same for the players.
Yet when you translate these two to PvP, only one of them really holds up. The low player damage, high player health... why? Well for one thing, it ensures that even if a player is ahead, the opponent gets to play the game. It's not split second fights leaving the other player on a gray screen. Which means that players aren't always forced to take the most optimal choice, if they can play around setting up the conditions for a less optimal choice without the fear of instant punishment.
There's just one thing that I can't understand. Why would you make this change in an almost exclusively PvP game? More succinctly, if you have complete control over the meta, why would you make the meta picks low time to kill, but the niche off-meta picks high time to kill?
At least if the off-meta is low time to kill, then the off meta picks still have a chance to play their character before they might end up on a death screen. If you just shut out the player from playing off-meta picks, then where's the incentive to innovate and experiment if every failed attempt just means you're wasting 20 minutes at a time going through slight iterations of the same things and provides virtually no opportunity to gain experience playing the thing that you're not well versed in?
This doesn't even just apply to off-meta builds. Why is it that simply picking a champion you've never played before gives you zero time to get experience with the champion when you're spending most of your time on a death screen as a result of clunky mechanics? Doesn't this just drag out the time it takes to gain experience on a champion/build at the expense of player enjoyment and patience?
Like I see no reason to even play the game if you're not going to just scrape the best builds from the most popular website, because if you don't then you're just going to spend hours, if not days, getting slaughtered trying to practice with the champion, but gaining almost useful information because you only managed to activate 1 of your 4 skills in the time it took for the other guy to kill you. And don't give me the "play against bots" bullshit, because that's no more useful than watching the spotlight or just reading the skills.