"Fun" Champions are Less Fun than Balanced Champions
Endless reams of boards posts one after another about champions deserving nerfs, who do deserve nerfs. Champions who have a clear and defined power fantasy, who we've all been overloaded with montage plays from, and who most people are amazing to watch when they reach that pinnacle of play. Seeing the insec for the first time, watching Dyrus level four double kill turn the gank, watching Imaqtpies ashe jinx or tristana orb walk the entire river through a minute long team fight.
I'm sure we can all reminisce about the good old days where we busted out our PogChamps everytime Tyler1 put the team on his back, or when Vayne would clinch it with the 1v5 penta at baron, but it seems all too much that all we get now is the occasional LUL in a sea of ResidentSleeper.
In an effort to make more champions cool and flashy, to maximize the opportunities for players to themselves recreate those pro moments, and to succeed in these recreations, has forced every player into the most defensive, safe, and consistent playstyle possible. With build strategies and team comps that would rightly be called cheese.
As a player Riot, I hope you understand that your flashy cool prize champions like
That wildly distort their roles, and lead to large systemic problems as the game is forced to warp and twist in uncomfortable ways to accommodate these things with straight up breaking. Below are a series of cause and effects that illustrate just how one or two problematic things ripple out into vast class altering issues, that all domino togteher to create the meta we all know and hate. It force unfun playstyles, because they are the only solution to the unfun that you forced upon us at the beginning, and since then, its been an ever evolving process doubling down on itself because the root problem champions are not being adressed, all because they're just too precious and cool for riot to put back where they belong, beause riothas put too much into the 1% of league, and has left the remaining 99% of the games content to become a festering rot pool for unhealthy playstyles and champions.
Why can't ADCs have their 1 shot auto attacks addressed? because they were forced there due to an escalation of power among bruisers, which has made their ability to survive plummet, and their only usefulness in ranged poke one shots.
Why can't supports like braum, who have outstanding team fight presence and usefulness from behind, get their lane and early game appropiately curtailed to be less safe and consistent? Because if not for things like him, low risk, high reward enchanters would roll them in lane, without the threat of the support singlehandedly being able to one shot them.
Why are enchanter supports still so unfun to go against, even if not competitively viable? Because riot refuses to recognize the potency of their scaling, and that a Janna who doubles an ADCs life span is just as if not more valuable for damage than that ADC.
Why is riot blind to the issues in the enchanter role, and its over all toxic influence on botlane metas with their exception lane presence and scaling, added in with what would be safety if not for other toxic champs like bruam? Because all the power they received were in response to problem toplaners, namely Camille and Jax, with others swiftly joining those ranks such as fighter items like cleaver and triforce (and once upon a time seraks too) were so problematic.
Why did Riot create these abomination champions like Jax and Camille who have incredibly threatening laning, free trading potency, sustain, and lot of base damages? Because there were too many people who didn't understand the true place of renekton and darius in the game.
Why are renekton and darius built and played so vastly different than they were 2 seasons ago despite being the same champion? Because they were forced out of their old role by the aformetioned cancer top laners, relegating them to seek some sort of one shot usefulness as an assassin who could also split push.
What did this change of role to what were once lane bully champions result in? The damage health items like cleaver, which are abused by so many champions, and also this is what caused the need for enchanter power creep, because now the toplaner was primarily focusing on oneshot duty.
What did giving all this power to supports also necessitate? Buffing assassins like those played in midlane, so they could now compete with the ridiculous of karma, janna and lulu.
What did these assassin buffs result in? Unless you have a support conjoined at your hip, no matter who you are or what stage of the game it is, assassins can blow you up, despite being balanced around the notion of being useless, but eventually making some late game carry useless with them.
What did shifting assassins from their historical late game dive role into midgame oppressors result in? Only 1 or 2 item spiking ADCs are viable, because anything less never gets a chance to get over the gold curve, because the game ends by that time.
What was yet another side effect of the cancer top lane champions like Jax and Camille having both great late game, but also dominate lane presence? Buff the lanes of tanks, because buffing their late game would mean that ADC who already can't get over the gold curve would be useless and we would be back to a strictly tank meta.
How did riot buff these tanks early games? By giving them more base damage.
What happened as a result of this? All the off tanks, or semi tanks like urgot, poppy, garen, and yorrick could fully utilize the fighter items which gave both CDR and defense stats, because CDR synergizes with good base numbers. Meaning a gain in both tankiness and damage and utility.
Why did these items exist in such a state to begin with? Because they were designed to be used by champions with good base stats but not the tools to excel in late game (unlike the aforementioned tanky champions).
What other class had this intentionally done to their items? Mage.
What happened as a result? Champions like Heimer and Swain with endless damage squeezed out of their really good base numbers, but also with an endless supply of sustain, defense, and utility always oof cooldown to assure they could be an unstoppable killing machine.
Why did mages get these changes in the first place? Because it was the only change that would allow them to compete with the new earlier curved assassins without making the mages themselves into uninteractive 1 shot champions. (The irony here being that in the new vacuum of artilery mages, RIot released old nidalle, aka Zoe, which proved to be incredibly cancerous and proof that these mage changes really were the only mage change that would resolve it)