Just an observation...take it for what you will.
FAIR WARNING: This is a bit long, but the whole thing needs to be read to get across what I want to show to everyone.
Now, many of you who played World of Warcraft might recognize this:
https://i.imgur.com/AupwjmN.jpg
The original talent tree. Total freedom of choice, ability and flexibility to do whatever you chose. Did cookie cutters exist? Yes, however, even within them there was often freedom for certain points to be moved around based on preference, especially in PvP specs. Many successful talent builds throughout the history of this system did not have to go all the way to the bottom of the tree.
Move forward a little:
https://i.imgur.com/LPD8Ba3.jpg
The first of the "condensation" of the talent tree. No more total freedom, "locked in" to a specific path for most of your journey, with some choice along the way, until you reach the end of it and can "branch out" to the other two trees a little. Based on your primary, get predetermined abilities. Flexibility and freedom of choice lost for "more meaningful and impactful choices". While many players disliked this system for taking away options, they didn't abhor it.
https://i.imgur.com/BAgI9Ro.jpg
And here we go. The final and current iteration of the talent tree system. Your specialization determines 90% of what your character is able and allowed to do, and these few choices are the last bits of agency you are given. Many of these choices are illusions of choice or false choice; sometimes, these choices are so similar that the decision means almost nothing (i.e. warriors at this time had a tree of "charge is better"), others, one choice is so blatantly superior that the other choices might as well not exist.
Cultural memes within the game's community arose based around words used by explanations of these changes that were just...wrong in the given context. Examples include "fewer but more meaningful choices" and my favorite, "FUN AND ENGAGING GAMEPLAY.
Now, I'd like to draw an...interesting parallel:
https://i.imgur.com/9ueXQZN.jpg
Total flexibility, freedom of choice, individual customization options, bonus for going "all the way" but doing so not required or even always optimal.
https://i.imgur.com/1Pf1O91.jpg
Restriction of path, limited number of choices, one of which is almost always the ideal that you essentially never stray from, with limited flexibilty on the way to getting followed by some small freedom to pick some other stuff after you're done.
https://i.imgur.com/aGiWhsZ.jpg
And we've come full circle! Almost entirely predetermined choices, which are, generally speaking, essentially locked in already based on who you want to play. Illusion of choice, options are there but they don't really exist, and many of the choices available to you are worthless and so you come down to a central few you always pick.
This is a trend you see more and more with games as they go on, and players Hate. It. Taking away choice is not fun. Restriction of your play is not fun.
"Let's take away their choices so that it's easier for us!"
FUN AND ENGAGING GAMEPLAY
"Nobody used some of those choices, why not just get rid of all of them instead of making them better or more meaningful options, less work for us and 'easier' for players anyways."
FUN AND ENGAGING GAMEPLAY
"If we make these choices so few and obvious, people won't get held up trying to figure out what they do best with because we already did it for them!"
FUN AND ENGAGING GAMEPLAY
These kinds of design mentalities aren't even conducive to the kind of "ease of design" that these kinds of claims might suggest, since the lack of options makes tuning them so much more delicate. When so many people depend on a certain option to succeed, tuning it even a little can suddenly create chaos where people fluctuate in and out of power based on these tunings.
You'd think that seeing such a similar system in a different game be met with such overall negative response would have tuned in the designers over at Riot that hey, maybe this isn't a way we should go.
Except, wouldn't you know it, the head designer of both games at the time of these changes happens to be the same guy! Interesting coincidence.
Now I know Ghostcrawler isn't the end-all-be-all of decision making over at the design team, he is not the only one that gives things the green light. But the fact that he was there for the talent system changes and saw, first hand, a lot of the negativity towards them...and then supported the same kind of thing happening here in League, seemingly without hesitation...
Gaming is a history of its own. History is important to help humanity learn from its past mistakes. Games are no different. Seeing players respond so negatively to the removal and restriction of options, freedom, and choice should set a precedent to avoid rinsing and repeating that mistake.
I don't have a primary point here other than to highlight this correlation of design and make it known that this same thing has happened to games before, and it doesn't work! People do not like it and it does not improve the game, on either the player or developer side of things. The only benefactors are the people who didn't care to do any of the work in the first place, who are not the people games should be designed towards.