Making gameplay rather than making tools
This is something that has started to bother me with riot's more recent design philosophy. Stated or not, it's clearly different than it was in the past.
They seem to be focused on making a champion's gameplay rather than making unique and interesting tools for champions.
Don't get me wrong, there are new tools in kits as a side effect of them trying to make unique gameplay. You'd never get another kit like
in the current state of the game's development. She is full of complementary tools, which work together to make her solid, rather than a kit like
where the skills go beyond complementary and are directly interactive. Yet even then her kit provides a unique tool, the the way of her E, which could be a solid tool, even in other kits.
It's like they've started to make more complex champions, but aren't making them more complex to play. I might be in the minority here, but this form of complexity isn't at all the direction i'd want to see the game move. Which wouldn't be an issue, if they didn't seem to be reworking some champions in a way which forced this new philosophy onto them.
This whole thing kind of comes back to Theseus' paradox. With the Ship of Theseus, so long as the game is expanding, then people will sit in what ever part of the game they prefer. Though when you start replacing parts of the old game, how much can you replace before the people who got on at those points start jumping ship?
The point is, when you are successfully growing your game, you keep innovating, expanding the game to appeal to as wide of an audience as possible. Though when you're game has expanded to it's plateau size, despite what people say, they want more of the same. Now it doesn't have to be the same content, but it has to be the same design for the content. They don't want a new car, they want a different color of paint. Just look at the success of call of duty, despite releasing what's basically the same game. Yeah, they change the guns, and added some features. Though the core pacing and gameplay is still basically the same as CoD4 back in 2007.
Literally his whole kit is designed in a way that as stand-alone abilities they are damn near worthless.
are the most recent examples of this, the problem is that a more compex it is often used to justify higher power, despite in many cases the kit being simplistic to use. Then what defines a champion as "OP" often isn't just their kit potential, this is why you see different bans in high elo than low, it's more about consistency and a skill floor to power ratio. A champion that is simplistic to play, but has a lot of value in their simple actions.
, he's a very simple to play champion. You only need to know maybe 4 things to make him do his job. Poke, last hit, press R, and where the AD tab is.
for example. He is a very easy to use champion. He's E allows easy positioning for his Q, his W is made easier to land by the 2 slows he has. He comes off as more complex than he is actually to play. These champions who are "jacks of all trades" have so many tools in their kit, that they basically lose their difficulty.