While I love how incredibly unique the last few champions have been...
...I do think that a little more work really needs to be done on them in the QoL department, and despite the fact that most of these are completely new and relatively-untested directions, they don't seem to be getting much attention. I'm mostly talking about Azir and Kalista - I will go on record saying Rek'Sai is a goddamn masterpiece but she isn't quite as experimental as the other two. It just seems to me that when these champions were launched, the designers abruptly stopped talking about them. There are still problems. They are problems I don't think have been officially addressed. They are problems that need to be fixed before these champions are healthy for the game. At the very least, we NEED to know that the Reds are aware of the issues, or at least their reasons for leaving them alone.
Azir: There have been lots of bugfixes, and I love that. I understand that he's coding-intensive. But from a mechanical/visibility standpoint, he's rough as sandpaper. He needs to be more reliable, from a quality of life standpoint - more than any other champion I find Azir's wonkyness is to blame for a lot of my errors, and it's not just a lack of experience.
W: His soldiers are the core of it all, and of course that's where most of the problems will stem from - they're the part that made him so difficult to create and so unusual to play.
-The basic attack behavior has a bit of a clunky gradient... by which I mean, there's too steep of a fall-off between "enemy is just barely within soldier range; right-click = autoattack" and "enemy is just barely out of soldier range; right-click = azir approaches to enter his own attack range". For a control mage like Azir, spacing is everything, and when you accidentally walk into the enemy champ's range because you thought your spearman was close enough... well, that's a mess. It's especially bad because the spearman's hitbox is actually longer than his basic attack range - it's a skill differential, but knowing "He can hit from X distance" often intuitively translates to "he can target from X distance", and that's a mistake that can literally get you killed.
-The "Soldier duration is ending" ceremony is NOWHERE NEAR VISIBLE ENOUGH. The dust at his feet swirls up slightly higher and thicker than usual, and there's a faint ambient "wind" effect that plays about a second before it dissipates. My brother has been trying to main Azir for about a week now and until I brought this up with him, he literally didn't know there was an indicator that soldiers are about to vanish. Why can't we get something like Udyr's stun notifier, Yasuo's dash notifier, Rek'Sai's knockup notifier, etc? Their timer runs twice as fast under tower, but there's no way to tell when they're considered "under tower" either - this makes it really, really confusing.
-It's really, really tough to tell when you're close enough to a soldier to command him. Sometimes they go into an idle stance. Sometimes they don't.
Q: Pretty well put-together compared to the rest of his kit, but:
-The targeting indicator frequently draws arrows from soldiers that have already vanished... which is especially confusing combined with the aforementioned difficulty in spotting when soldiers are dying. There have been many occasions where I tried to launch soldiers at a target only to belatedly realize that I didn't have any on hand.
E: Most of the bugs have been fixed. It still isn't reliable.
-There's no way to tell when you're in range of a given soldier to jump to him. What's worse, you can still activate E when you AREN'T in range of any soldiers... and when you do, it makes you stop walking. I have literally mistaken it for a snare before.
R: ...This is obvious.
-His ult still doesn't reliably deal damage or knockback. It has literally cost me games.
I know Riot's working hard, but a lot of these are questions I haven't seen raised at all. Can someone address them? Is anyone even aware that these are problems?
And as for the other issue...
Kalista: She ruins her support's life. Well... sometimes. My point is her interactions are needlessly invasive and could be made much better with very little work.
Oathsworn ceremony: People have been talking about this since launch and I haven't seen a single Rioter address it.
-It NEEDS TO BE OPTIONAL. It NEEDS TO BE A CONSCIOUS DECISION THE RECIPIENT MAKES. The fact that it makes you completely unable to act for several seconds needlessly provides the Kalista player with griefing potential. Rather than having it automatically apply, require the recipient to click the thrown spear. Add a string of arrows leading to it, like with Thresh lanterns or Yasuo knockup targets, to make the player want to click it. If the player doesn't want to, GIVE THEM THE ABILITY TO CONSCIOUSLY REFUSE by simply walking away.
R: The targeting indicator could be much, much better. It took the entirety of my first game laning with Kalista before I figured out how it worked... and I read her champion reveal. For most abilities in the game, you can learn the intricacies through repeated use. As Kalista's support, you rarely have that luxury when it comes to that confusing-ass ultimate.
-There needs to be an indicator of when you can launch. The first time I got sucked in, I tried right-clicking immediately to fire at the target, and it didn't work - so I thought, "Oh, right-clicking must not be how you fire." I didn't know there was a startup time at all. Nothing in the visual indicator suggested this to me.
-Melee champions land at the knockup point; ranged champions bounce back slightly after landing. There needs to be an indicator of where you will land after firing. This is essential.
Call me nitpicky, but what I love most about League of Legends is how polished it is. Almost every ability works exactly as you'd expect it to. When you lose, it's because YOU made a mistake, and 90% of the time it's a mistake you can learn from and avoid next time. The recent push toward unique and different champions is a good one, and it's one that will only make the game better... but for them to be acceptable, they need more polish. And while Riot's usually good at talking about this, I haven't heard a damn thing about Azir's problems since his release, not to mention Kalista's forced "acceptance" of her oath.
is another good example of a simple champ that is made unique and complex by his passive.
CertainlyT is a mold breaking designer, that is for sure, but someone needs to fwap him with a newspaper when his champion concepts spiral out of hand and become the convoluted mess that his last few champions have become.
,
, and
have all been problem children since their release and the balance team STILL is having problems reigning their power in and keeping them in line.
To me personally, Kalista is a bit of a design failure and a travesty in a game that doesn't really have any business putting so much emphasis on one player exacting so much control over another. The fact that she not only rips control of a player away from them with her R without so much as a ding or notice but then has also wasted her ultimate for an easily botched move is just a colossal mess to me. I HATE ABHOR LOATHE AND DESPISE Kalista's ultimate. It needs to be changed into something that never takes control of a friendly character away from their player. Surely with CertainlyT's brimming creativity, something else can be crafted to emphasize her oathsworn comraderie without subjecting her oathsworn to having their game interrupted and without making the Kalista player feel dirty for having to abuse another player like that.
Digression aside, Riot has been plopping out new champions at an alarmingly fast rate, and if the excessively rushed Shurima even was any indicator, even their teams can't keep up with things. So they definitely need to slow things down and focus on fixing what is already out there instead of overloading players with new and potentially broken champions every 2 weeks.
the huge, huge number of available champions makes it hard to create new experiences easily. What originally drew me to League of Legends was the way that every single champion feels completely, wholly unique, to the point where (before I became jaded) every character felt like playing a completely different game. In order to keep that up, the designers have had to get more and more creative.