Being able to outplay something 1v1 should not be the golden standard of counterplay
Recently we've seen a lot of reworks aiming to bring more "counterplay" to champion's kits simply by including delays and other specific prerequisites for them to access a certain part of their kits. The Assassin rework is a prime example for this, as is Xin Zhao's rework that was revealed a mere day ago. Assassin's were given delays like Leblanc's Sigil of Malice that locks a significant part of her damage behind waiting her mark to be primed or Talon's passive where he has to hit sequential abilities to access a lot of his damage potential.
This shows that Riot seems to be obsessed with adding a lot of ways to avoid damage in league and them striving to make everything "fairer" and "outplayable". Yet this is a very problematic approach due to games like League needing some sort of reliability.
Going back to the point of everything starting to get LCS-levels of outplay potential I would like to bring forth my humble view on things: Not everything has to be outplayable in an 1 on 1 scenario.
This result in some champions failing to do what they were intended to do, like Assassin's failing to, well, assassinate fragile champions as shown by these boards usually referring to those situations where a class fails to do their job.
Frustration is a given, especially in a game like league of legends where dying never feels enjoyable, unless you're someone like Karthus who has a death-related passive aspect to his kit, but I'm digressing. Frustration in a one on one scenario is a bad factor when judging game health and if a champion is balanced or not as this game is a TEAM game where five players fight against another team of, most of the time, evenly matched players.
A champion might seem to lack counterplay in a duel scenario but is perfectly balanced in regards to the team effort it takes to win a game. Malzahar is a prime example of this. While he lacks outlay potential beyond buying a Quicksilver Sash the Prophet of the Void's team fighting is balanced due to the fact of him having to stand still when channeling his nether grasp.
Now unto a very controversial topic: Marksmen, or ADC's for short, and how they have a rather good concept behind them.
Their fantasy of late game damage carries is a good one and it's the concept the entire class is based around. Their reliable DPS from range being what defines them as a class and in a 1 on 1 scenario they lack counterplay due to a good ADC being able to kite and apply damage when played properly.
In an ideal world they'd lose to other classes in a one on one who have less counterplay than them, I.E Assassins and some divers, but this is no longer the case due to the Assassin rework.
They'd be balanced around being very fragile too, making them the prime target to be focused in team fights. Where their damage can be interrupted by a front line and their kiting can be rendered useless by an opposing Tank's crowd control. Yet due to the meta heavily being warped in favor of defensive shielding and heals this form of counterplay falls short, meaning that ADC's as a class lack any form of counterplay in 1v1's or in 5v5's.
Their concept and champion fantasy is a sound one that works well in a Moba but the execution is lacking as of late, mostly due to Riot adding "counterplay" to their natural predators and making them fairer, as well as skewing the meta in their favor.
And even then there are examples of Well designed Hyper carries. Vayne, the Night Hunter, even though despised by many, is the perfect example of a well designed Attack damage carry.
In a 1v1 she might lack a lot of counterplay due to the nature of her kit but in the grand scheme of things she has plenty of counterplay. Her damage, unlike other ADC's through Runaans hurricane and other AoE items, is exclusively single target and in a 5v5 she's susceptible to being locked down by the enemy's cc, get blasted by stray AoE or not being able to just tackle all the opposing threats at once.
Which brings me to the main point I want to make: This game has been team based since it's inception and thus should be balanced around the 5v5 aspect of it in terms of counterplay as people always expect to be able to outplay literally everything. When, in fact, that's never going to be possible as the game needs reliability in form of point and click abilities and other "low-counterplay" designs.
Thus I'm a firm believer that a champion should never be reworked because of their One on One counterplay, or lack thereof, but rather due to frustrating aspects in the laning phase. A champion might seem oppressive in a one on one scenario but be perfectly balanced in the grand scheme of things, meaning that every champion is going to have some form of counterplay available to the enemy.
Tl; DR: Please, read the entirety of it. But for those with little time to waste: Not everything has to be MLG dodges and outplayable in a 1v1 scenario and Riot should stop trying to remove that aspect of the game as it is needed to have some form of reliability without having to make certain abilities too overwhelming.
This is a team game and thus should be balanced as such.
) or its not like that and ADC's can beat Assassins consistently. Right now, the only reason you pick an Assassin is to snowball the early game and splitpush mid game. Your late game doesn't exist as an Assassin right now because you can't touch an ADC ever without getting blown up. Sure, Assassins are doing fine right now, but I don't think that they should stay in the state that they are in (basically pantheon the class.)
Shadow Assassin WQ combo instantly One Shot people. :/