Bard's abilities shouldn't all have downsides
I'll try to make this short. I just wanted to give my opinion about Bard, specifically his abilities. Before going into that, I would like to mention that I believe that Bard's role and identity are very well established. He's also unique, interesting and refreshing to play.
That being said, I also think his extremely low win rate is due to the fact pretty much every gameplay aspects of him have clear (and somewhat exaggerated) downsides that makes him hard to be truly beneficial to his team.
While it is true that Riot has buffed him since his release, but I am scared base stat increases and a few ratio upgrade won't fix his real problems. I may be wrong about this tho, only time will tell us.
Passive (Traveler's Call): Some Chimes appear way too far away from him. For sure, great Bard players are going to wait until they have a nice opportunity before getting them, but the fact remains that a Chime that appears away in a moment when you better not go and take it is an useless Chime for X amount of time. Possible tweaking: Reduce the range on where the Chimes can appears around Bard. Maybe even make it scale with the ult ranks "New Ult Passive, every rank put in his ult reduces the maximum distance where Chimes appears from Bard."
Q (Cosmic Binding): I respect the stun condition since it is what separates the good Bard players from the great, right? The thing is that pretty much every other Supports have a much reliable CC. Possible tweaking: Increase the slow/stun duration to 1.6/1.7/1.8/1.9/2.0 seconds.
W (Caretaker's Shrine): Again, I respect the delay from the shrine to be stronger over time... But 10 seconds? That's enormous. So many things can happen in 10 seconds. Possible tweaking: Reduce the amount of seconds it takes for the shrine to have the maximum heal to 10/9/8/7/6 (goes down every rank put in the ability)
E (Magical Journey): The trickiest of all his abilities. It's already hard enough to know when and where to place it in a way it will positively affect the game, allowing enemies to use it for the full duration doesn't seem right... Possible tweaking: Enemies who use Magical Journey lose X% of their maximum health as magic damage every second they are in the vortex. This way, long vortex(es?) won't be so appealing to the enemy team. Possibility of adding a AP ratio for more damage similar to Amumu's Despair.
R (Tempered Fate): Since this ability defines Bard so much and is so unique, I think it is reasonable to let it as it is.
Final note: The numbers given in the "Possible tweaking" can be tweaked for the better since they basically just served as concrete examples for my suggestions. What do you guys think, opinions?
Edit no 1: I forgot to mention this; I am not saying Bard needs all those tweaking suggestions to be in a good spot. 1 or 2 of them would probably suffice.