I would ban
... but I'm actually okay with accepting the auto-loss vs
(I made a thread a while back in which I accepted any and all strategies to counter
, and implemented all such strategies in ranked play against
, including the one's you listed, gave feedback and received all responses and tested those in play, etc, etc until thread exhaustion and all such strategies failed to work for me in actual ranked play against
except for
who I specifically wasn't interested in playing for the sole purpose of countering
-
is one of the better designed champions RIOT has ever made BTW ).
Why accept the auto-loss? Because players in my ELO stopped picking him so often. And just to be clear, even if it were not an auto-loss vs
, he would be worth banning solely on the basis of the crap gameplay experience. But I don't ban him...
is also very annoying to play against and is worth banning. In fact, there are a lot of champions who are just stupid to have to play against or who are OP (not as stupid as
, but still... shouldn't exist in this game). That said, they still aren't making the number one ban for me and the reason is... pick rate! I want my ban to be effective and that's why I usually ban
.
But wait... I can usually counter
pretty easily and usually wreck his day! Why would I ban a champion that I have no trouble playing against, isn't annoying for me to play against, and isn't OP?!? The reason I ban
and the reason I consider many of my bans like
or
(he's suddenly popping up in my games again)... because in the ELO that I play at, my teammates seem to be inept when it comes to playing against certain (easy-to-play-against) champions. So
gets the ban because he is picked often and farms teammates in my ELO fairly easily. It doesn't matter that I easily and regularly outplay him with basically any champion I pick in the support role. I, generally, need my teammates to not throw the game and they simply throw too easily and too often against
.
There are other options that might be considered as often picked with good win rate... like
. But I find that my team doesn't throw against
. If I get my team ahead, then
isn't going to stop them from winning that game. I'll simply play a support and
relies on that in lane poke and grabbing those in lane kills, which I simply deny her. So she doesn't make the cut despite being often picked with good win rate. This shows how difficult it is to really figure out the right champions to ban.
Another champion that's been pretty good to ban was
but he's played now slightly less often than he was a patch or so ago. The reason he was good to ban was his ability to stall games for no good reason, pick up kills where he shouldn't, avoid counter-play, and just being overall a bad game experience as well. It had very little to do with his being played in the jungle (which is the RIOT reason for the inconsequential change they made to his kit). But the perception that
wasn't as strong seems to have impacted his pick rate despite not affecting anything else about him, which bumps him down a notch from a top ban.
There are really a lot of champions RIOT has added to the game or reworked that are just low quality, scraping the bottom of the barrel in terms of game-play experience. And it's actually an intense competition of many to figure out who gets the ban. Therefore, these recommendations are likely to change with the very next game patch (or possibly even before the next game patch), while at the same time that the patch is likely not to address any of the underlying problems with any of the champions that are high considerations for me to ban. I feel that it is more likely that RIOT will add another contender for the position of ban-worthy than to remove a contender. The irony of it all is that the most annoying and ban-worthy champions don't make top ban because it turns out my teammates can't handle playing against other very basic champions with good kits! And that, unironically, champions with good kits are also popular! You'd a thunk?