Bard - An Example of Ability Design Cowardice
I want to preface this by saying that the Aesthetic Design and the Champion Concept for Bard are amazingly well executed. He has a unique identity and the concept for the champion is fundamentally strong.
That said, Bard has the lowest win rate in the game. When win rate is this skewed against a champion and this far from the norm, there is something particularly wrong with the champion that explain his 40% win rate. Namely, his abilities are a demonstration of complete design cowardice.
Every ability is so afraid that it might be useful, powerful, or satisfying, that it decides to limit itself and add disadvantage. Irrational fear that motivates this design and it's been a trend of League design lately.
Let's take a look at specific examples and where they demonstrate this lack of integrity and the fear of actually making a champion "good".
Q: Cosmic Binding - Okay, so its a stun. But it only works if it either hits a second target or a wall. And it can't go through minions. Why does he get this limitation when Taric, Leona, Blitz, Thresh, Nami, Annie, Zyra-- nearly every other support, gets a stun that doesn't just stun, but is either AOE, adds displacement, adds gap-closer, or adds damage with much less ridiculous requirements (hit the target/land an aoe)? So not only is his ability less powerful, but the requirement conditions are more difficult.
W: Caretaker’s Shrine - So, you have a heal that you spend a ridiculous amount of mana on. But wait, it doesn't heal! It has to sit and charge first! And during that time it can be run over by enemies and all of your mana can be lost for nothing! And if it does heal the value is tiny! Compare this to Taric, Nami, Sona, Soraka, Kayle, Nidalee, Gangplank, Alistar-- they all have heals that just work, that are multi-target, or low mana, or add attack speed, or provide shields. Bard's just has high counter-play and minimal benefit. And the benefit it does offer is sort of illogical, except as a retreat item.
E: Magical Journey - I'm struggling to find the value add here. If you use it to engage a teamfight, you funnel all of your team through a clump to be destroyed. If you use it to escape a teamfight, the other team goes through the portal with you and in the end you moved your death through a wall. It's infinitely inferior to all movement abilities and doesn't seem to have a great purpose other than baiting enemies into team fights, which is not really as empowering in practice as it sounds in theory. The problem is-- the built in downside. Would Bard be a great champion without this downside? No, his other abilities have too many issues. But, this downside is entirely not needed. Ezreal does not pull pursuing Darius's with him when he uses E to escape. No other character has this high of a penalty associated with their ability.
R: AOE Zhonya - The king of double-edged swords. If you use it outside of very narrow use cases you are basically rolling the dice with helpful/harmful. While Sona, Annie, Soraka, Zilean, Taric, Zyra, Thresh, Blitz, Leona-- nearly every champion in the game get an ultimate that can basically help them to some extent, Bard's just has complete potential to be useless, ruin a fight, or make things worse.
Basically, the designer was so afraid of making an ability just good that they added a whole bunch of downsides and special conditions. We are paying mana for these abilities. Or we're paying energy. Or a cooldown. We expect to get a Benefit for the ability and for that benefit to be obtained for the price of our resource. There is already a downside to them in that they incur opportunity cost. But Bard is getting more costs for no reason.
This trend started with Zac's contestable globules and has just gotten progressively worse ever since. Adding huge disadvantages to abilities does not mean you are adding counter-play-- it means you are removing and limiting actual play.
So, my advice is, uncripple Bard. Just take away many of these downsides and see if they were even necessary or just designed out of fear. My bet is on the latter.
Wall. It probably doesn't account for TOO much, probably only 3-4%, but 44% is way better than 40%. (Not to mention the patch came out YESTERDAY so the numbers probably aren't that accurate yet)
who has all of the above countering potential while being amazingly strong, than a Bard who's only strong because he gives his opponents fewer options.
's destructible bloblets allowed him to keep the huge lane sustain that was making him a problem until then -- if he didn't have that mechanic added to him, he would've just had to be saddled with numerically weaker healing. He might not be the strongest pick around, but he has a lot of potential to become stronger while offering opponents more options to play against him, and the same applies to Bard.
arrow. Despite his low win rate and all the counterability to his abilities, people who play him find him fun. I'm not saying he's perfect (if there's anything Riot was timid about when designing him, it's his scalings, and I think he could afford to have his shrines charge up faster in the late game, along with some AP scalings to the bonus movement on his W and E movement bonuses), but if there's an issue with him, it's not his kit design.