Let's talk about Balance
I know almost everyone works extremely hard at Riot and you are all very passionate about your game. Although like the conceptual and directional changes you've made in recent seasons, I think you need to seriously revisit balance if you want to remove toxicity from the game. I've never seen champions get over 55% winrate intill this season. Other developers such as Blizzard, hotfix these kind of imbalances. Ahri's winrate has continued to climb as she is a no risk assassin, with one of the longest stuns in the game, with the same ridiculously high base dmg. So, you've basically created a mobile AP carry, which has assassin damage, assassin mobility, and the longest CC in the game. Which effectively makes her the best of every role, except ADC/DPS.
When you create champs with such LONG CC, you need to realize the toxicity involved in this mechanic. Champs like Morgana can miss her skillshot all game, and then hit 1 bind and end the game. The toxicity is never higher than getting caught in a chain of Morg + Ahri Binds/stuns. It promotes running up mid and hopeing the other team is split enough or lucky enough to catch someone lagging. This momentary packet-loss can simply end the game due to the long duration and risk-free spells like Morgana Bind and Ahri Charm.
The second problem with these long/low risk CC abilities is that they promote a lack of diversity in game-play and they allow players with very low champion pools to climb the ladder with 1 champion and effectively have their ELO inflated by running down mid when they are mad and praying for a bind to land. With no risk, and a chance to win the game.
I am sure nerfs to Ahri will be had in the near future, but I would ask you to pay attention to the CC duration and risk/reward when designing champions. The long CC abilities promote toxicity on both teams.
There is also no counterplay to an Ahri with ultimate. Let that sink in for analysis.
I would also like to point out that an alternative to "nerfing" champions can be buffing the lower champions. You have multiple champs siting at a 42% winrate. Positive changes are viewed more positively overall by the community than "nerfs" negative changes.
I believe balance is key to promoting fun and competitive environments. +-2% should be the goal gentlemen. Thank you.
- it's a total throw away item late game, but its active is invaluable until you need to fill the spot. Ahri's charm can also work on it, but the real problem with Ahri is that most of her damage is going to happen in 2 seconds anyway.