I think a lot of the dissatisfactions in league stem from excessive focus on team play.
why is it that people seem to think that their champion, or class of champion, is weak even if that is statistically untrue?
I'd say it's because there is far to much pressure on team play as opposed to individual contributions. People want to feel like they had a massive impact in a game and could have single handedly won the game with a team to support them, rather than be part of a conglomeration of individuals who just met and now need to understand everything about each other in order to win. League is a video game just like any other, and in basically every video game, in fact every game in general, people always want to have their individual contributions seem more impactful than their work as a team. It's part of our selfish perspective.
We want fewer ganks, more solo carry potential, more even 1v1s and for each lane to carry as much weight as the other, as far as I can conclude.
So, what can we do to aid this? We need to make some changes to the way the game treats team play vs solo contributions.
Firstly, kills should be worth more, and taper off much faster. This makes solokills more valuable in an even 1v1 while making the losing player less valuable to kill repeatedly encouraging the victor to go somewhere else for kills. This should improve solo participation in the game by encouraging winners my lanes to get more kills on equally footed opponents, while allowing losing lanes some more freedom to farm and catch up with less fear of being killed.
Secondly, assists on kills should not grant bonus gold to the team, rather they should take a share of the total kill gold, or at least have significantly reduced assist gold. In combination with the above change, having a jungler camp a behind lane is significantly less effective, thus encouraging the jungler to go elsewhere. Once again, this should encourage more even footed fights and reserves ganks for losing laners bs enemies with big bounties.
Finally, increase lower kill bounties. This allows solo players to come back from a losing lane from playing effectively, and will not discourage junglers from ganking these fed targets (in addition to the previous changes).
According to the lol Wikia, kills are worth 300 gold, and kill bounties scale from 20 to 90 global gold with consecutive kills. The assist bounty for a player who hasn't died is 150g per assistant. This means that a kill on a champion with zero kills can be worth anywhere from 300 to 1050 gold to a team! With the 90g bounty that increases to 1500 total gold 1110 of which goes to the team and not the killer. Simultaneously, someone who feeds 10 kills scales down to 50 gold plus 25 per assistant. Thus even a feeder is worth 175 gold to a team.
The changes I suggest would look something more like this: Kills/deaths --- G/Kill --- G/Assist --- G/Bounty --- Max G 5 --- 800 --- 150 --- 60 --- 1850 4 --- 650 --- 125 --- 50 --- 1525 3 --- 550 --- 100 --- 35 --- 1175 2 --- 500 --- 80 --- 25 --- 975 1 --- 450 --- 60 --- 10 --- 900 0 --- 400 --- 40 --- 0 --- 600 -1 --- 300 --- 20 --- 0 --- 400 -2 --- 225 --- 10 --- 0 --- 275 -3 --- 150 --- 5 --- 0 --- 150 -4 --- 75 --- 1 --- 0 --- 30 -5 --- 5 --- 0 --- 0 --- 0
Now, these are obviously incredibly unbalanced numbers, but they mostly sit to set an example. Individual contributions should have much more impact on the contributor than the whole team.
There are perhaps many situations where someone may kill steal or intentionally give kills to other characters to get them fed, however this should be counteracted by the massive increase in bounty making you a massive target for collapsing onto. Therefore, these changes should make individuals feel more satisfied with their good plays and their individual contribution while also giving the enemy team a much easier time to catch up even if they lose a fight.
There are probably many better ways to do this, but going purely on ideals with no testing whatsoever (because I don't have the ability to), I think some changes like these will satisfy many players.
Please leave constructive feedback.