Does anyone remember when mobility and low cooldowns had a tradeoff?
Originally, the idea behind manaless champs was that they would have longer than average cooldowns to balance out that they have no resource to manage.
Originally, the idea behind high mobility champs was that they paid for it with lower damage/no cc. It's great to be slippery, but you shouldn't get to be slippery, have hard crowd control, have great defensive tools, oh and also is an extraordinary duelist and teamfighter.
Originally, you had to opt into damage to deal damage, and into tank stats to be tougher.
Now we have champs who have these huge steroids tacked onto their kit, crazy second, third, or fourth passives. Crowd control-mobility-damage-utility. Those used to be the pillars of balance. It's like they used to make champs with 25 points divided among those things. Maybe 10 on cc- 0 mobility- 5 damage- 10 utility. Now it feels like they just have to outdo themselves every new release, with a few exceptions. Damage, crowd control, spell spamming, and mobility are getting out of control. I still firmly believe that cooldown reduction is a huge player in this problem, particularly how easy it is to stack a whole bunch of it early on in the game, but it still comes down to kit balance and the distribution of power, which feels heavily skewed towards MORE POWER the longer this game goes on.
's release, I feel like Riot is trying to release more and more champions who overcome the weaknesses of the class :
ranged + mobility + slow + hard engage with R
ranged engage + damage + tons of stuns + a dash
(even if I love her) burst mage with long range + hard cc