Why Riot Struggles With Balance (response to RiotCezium)
Well viewers to us are important as well. I mean, who doesn't love turning on worlds and watching Faker dump on people (well besides me and probably a bunch of other people)?
Seriously though, there are a ton of people that do love watching the game and those viewers matter to us just as much as the people playing League. We try to do our absolute best for both worlds, but it's a tough line to walk. Usually it breaks down to regardless of what it is, it can't be above a certain power level in any of the places it might end up (low elo, high elo, competitive). If it's too strong at any of those, regardless of the power level elsewhere, it's probably going to have to be nerfed. And, usually, it's going to lead to a rework at some point because it's just not fun for those people that want to play something and can't because of how weak it is, with the goals of the rework making it more fun for everyone because we do want everyone to get a chance to love and enjoy every champion in League.
If those viewers matter to you just as much, it suggests that some balance deicisions aren't well-informed and likely to skew play in a way that isn't objective. For example, ignoring champions which aren't doing well but that Riot might consider less attractive to viewers (maybe Mundo - although he's hillarious when tanky) in favor of play making champions such as Malphite.
If you want to actually use the word "balance" rather than "rotating strength" or "controlling game direction", every champion has to be given equal attention and chances to succeed. Moreover, it should be based on PROPER play rather than compensating for mistakes in lower ELOs. This isn't disrespect to weaker players and I don't consider my own play worthy of influencing balance direction either. I think it's selfish and unhealthy for the game to balance around suboptimal play.
"Balancing" around the majority of the playerbase is antithetical to the very notion of balance and just makes those champions (such as Yi) unviable in high tier play where they are closer to optimal play. It's an invariably pointless and losing battle. Yes, it might suck for lower ELOs till they adapt but you can also just increase the number of bans. Riot's current philosophy of balance is simpyl dysfunctional and counterproductive because it isn't objective and tries to do everything for everyone (often failing both groups as a result). If you balance around only the highest tier of play, the game would be OBJECTIVELY balanced and what happens in lower ELOs isn't a result of actual issues with the champions. This might be an unpopular opinion but it's the only way to balance correctly. Although, it isn't incompatible with watering down mechanically heavy aspects of kits in order to make the difference less glaring.
and
to the point that they were unplayable in all levels of the ladder, champions straight up bad for soloQ or competitive, and thats only the beginning .