The Aspects of Balance Nobody talks about: Player Skill, Balance Cycle and Riot spoiling Players
Often, the same balance complaints (however subjective) pop up: XYZ is OP, ABC is too high across the board. DEF is too weak. But rarely, if ever, does anyone seem to consider a handful of major factors which I want to go over. In doing so, I hope to bring to light additional factors and things that might be affecting the game that people disagree with...
#Player Skill
On the overall basis, player skill has risen. The closest quantifiable example I can find is in ranked division distribution: Early on in the game's lfiespan, a majority of players were bronze. I'd argue around 70% or more hovered in the bronze category. As of today, a majority of players (50% or so) are around the Silver division whereas bronze has shrunk from to around 20%. Now, there are other factors you can attribute to this such as new ranks in Master/Challenger or MMR changes. However, there are other places where this is visible.
https://www.youtube.com/watch?v=TmJvKx1n8TE
A mere five years ago or so, Scarra lost his mind when he saw insec. By all accounts, this is a fairly standard lee play by now. If you can't do something like this, you're probably lower on the lee ranking chart. These plays aren't showy anymore. And, by today's standards, ScubaChris was incredibly slow in making this play. Now let's compare that to a play made by Levi, an up-and-coming jungler.
https://clips.twitch.tv/SpinelessKnottyPigeonDerp
Your neck would snap at the speed he was going. The point, however muted, I'm trying to make is that player skill has risen since the days of old. Asking to revert to older times will not solve problems, it will just cause many problems we didn't forsee to arise because players are good enough to see the cracks.
#Balance Cycle
Rather than complain about the speed of the balance cycle, I instead want to make a point that having the cycle -at all- is a huge gamechanger. For this, I can't use a League example. Instead, I want to bring up one of my old, favorite games: Marvel vs. Capcom 3.
For context, Marvel rarely got balance changes aside 1-2 patches and "Ultimate". During this time, one character rose to the top: Wesker. Wesker was fast, strong, could combo for days and had an amazing assist that gave you an OTG. He could play as a point character, a meter building assist and an anchor that swept the team. Hell, he got a buff where he got faster/stronger when you lost his glasses. This made him the only character in the game with a Level 4 x-factor. As you can imagine, EVERYONE and their mother picked Wesker.
Despite all of Wesker's strengths, a funny thing started to happen: Wesker slowly fell out of favor without buffs or nerfs. You see, with so many Wesker players, you KNEW you'd be fighting wesker. People were forced to get good against Wesker because Capcom wouldn't come in and fix things. Players had to adapt against Wesker or get stomped. Wesker was soon rotated out because almost everyone knew how to play against him, making him a liability on your team because it was a glowing sign of a weakpoint like Wesker's boss fight in Resident Evil.
League does not have this situation.
As a recent example, let's look at Hashinshin: Hashinshin himself says he has a very "basic" and old strategy from the days of Season 1/2. He wants to run at the top laner and smash their face in until he can snowball and beat them to a pulp. He wants a big, ugly slobberknocker brawl. As you often see with Hashinshin, people know very well how to exploit this. They camp his lane, they abuse his aggression and tilt him. It makes it easier to play against him despite however much mechanical skill he has.
Despite his lack of adaption/changes, his aim isn't to adapt to the new version of the game but rather say that the game is getting worse (objective as it may be) and want to revert to an old style. Hashinshin is the guy still picking Wesker and being upset that people know how to work around Wesker. (Before I continue: This isn't to smack on Hash. He's a competent player and some of his complaints about balance are valid. He's just a very clear example of what I aim at.) This leads us to the next point...
#Riot spoiling Players
A controversial statement considering the lay of the land, but bear with me and let me explain: In the past, Riot was always on the ground-level with the community and in many ways still is compared to some companies I've seen. To a fault even. See, when the community (as it used to be so very small) said jump, Riot often asked how high. You would see this with how Riot would address things with buffs or nerfs rather than let them sit. Players didn't have to consider adapting because they knew Riot, however loud or obnoxious they would be, was listening and nerfs could come. (In most situations anyways. Fuck you Lee Sin)
But this has poisoned Riot's relationship with the community. Players don't have the word "adapt" in their dictionary. Riot's constant capitulation and buff/nerf happy style of balance have made a playerbase of quick-to-holler players. This might come off as "So you're just saying it's all our fault huh, RIOT LOVER!?" and no, it's not. Riot is just as much to blame. In their rush to be popular, casual friendly and a communicative developer, they let their hand drop too fast. Riot is the parent who goes to McDonalds the moment Lil' Johnny even begins to scream.
Of course, Riot is not the only one guilty of this. You can see examples of this in Overwatch from Blizzard: While the patch cycles aren't as fast, in the span of almost two years, several heroes have gotten reworks and heavy changes to their kit. In a cast of around 25-30 characters, being forced to rework so quickly should be something of a red flag. Riot didn't really approach hardcore reworks until 2013 with Karma's relaunch. Four years after the initial launch in 2009 versus reworks mere months after release.
This developer quest of community engagement and being on the ground with players has led to a generation of players who only look for flaws. A problematic thing in the game isn't to be overcome but rather buffered out. And yes, there will be cases where the outlier is so severe that the character NEEDS to be taken care of (Zoe for example). These cases are just that though: Outliers. Things that occur once or twice a year depending on how complex the game is. Everyone rushes to find the "right" way to nerf or buff a character rather than finding a way to circumvent their strength/weakness and find success over or with that character.
#Conclusion
In all these regards, they're things that are never brought up because it's easy to cast blame solely on Riot. And in terms of correcting issues yeah, they can be blamed. However, they're not the genesis of every single problem in the game. In much the same way there's a parent-child relationship, so too are there faults in both Riot and community response. Riot's "failure to the community" is only seen as such recently because they've put their foot down far too late. In striving to design the game more in line with unseen metrics, they've come off as dismissive because they won't directly capitulate to what the community demands as they often did so long ago. At the end of the day, balance is a massive, messy tree with a thousand branches. We often yell too much at the gardener snipping at the tree's limbs while ignoring the termite problem deep beneath the soil.
#TL;DR
###Player skill has overall risen, which makes the disparity between good and bad players worse. Riot's patch cycle has caused players to entrust more in buffs/nerfs than in adapting. Riot's past capitulation and speed at which they've buffed/nerfed outliers has led to a community that expects more balance adjustments than learning. Riot, and the playerbase, have caused many of the balance problems today and community divides.