Champions should have a limit of 10 mechanics in their kit.
10 beneficial mechanics. When champions have 10+ mechanics in their kit, more often than not, the champion you pick CAN'T actually outplay them. People will say that you can, but far too often "outplay" means they fuck up, by either being over aggressive or wasting an important ability.
There is such a small window to how the champion is countered, that 9/10 times you can't actually capitalize on it. At which point you're pretty much reduced to waiting for them to massively misplay in order to get a lead. This isn't good game design.
Most champions who have tons of mechanics stack in their kit have such obscure counters, on top of normally having 1-2 methods of buffering their weaknesses by means of defensive stats or mechanics.
Why is it that the old design, someone like twisted fate, has clearly no dampener for his weaknesses, but a champion like yasuo or ekko get a shield just in case someone tries to exploit the weaknesses of the champion?
Holy crap, to everyone in the comments, YES damage is a mechanic, but it's universal enough that including it everywhere would be redundant and simply act to raise that number arbitrarily.
(this should be unnecessary) ##disclaimer: i never called for the removal of the champions, only a reduction in the number of mechanics in their kit.
12
P: Resourceless, AD multiplier
Q: Dash x3, Knock up
W: Stun
E: Dash, Shield
R: AD multiplier, AoE increase (to Q and W), Execution
11
P: Resourceless, Regen
Q: Speed, Silence, Slow cleanse
W: Bonus resestences, % damage reduction
E: Shred, true damage
R: Execute, true damage.
7
6
8
exc.