In general.. noo. However there is usually someone more difficult worth it in the current meta. High difficulty champions have some advantages.
High difficulty champions tend to have more hard carry potential through damage. Someone would tell you they tend to have more "outplay potential." I've sometimes said they tend to rely more on mechanical execution than macro but that's not really true. Being more difficult champions it's not like they can turn their brain off. But if they aren't good all game the relevant ones at least scale. The assassins types tend to trade that scaling for early game... That turned out to be a generalization that you can apply.. to most champions in the game. But difficult champions even when weaker tend to have that x factor, where they can defeat you solo because they are underestimated/ have more variables to use to their advantage.
In good organized play however damage is usually not the #1 priority.
It depends on the state of the game.. but the thing is Riot tends to be biased in favor toward a team trifecta of mages & enchanter types/ranged dps/and heavy tanks. A "balanced" team. Everything ranged and or heavy defense. Being ranged is super good for your own agency in game even if melee champs have surprise snowball/ all in power. If short ranged damage dealers are good ie. bruisers/assassins low elo complains and they get nerfed quickly. Due to reality of damage vs. base survive-ability in this game and Riot balancing toward a certain ideal of game stability and teamwork defense stat anything and "safe" champions are allowed to be better for longer than assassin/bruiser champs that kinda do their job on their own directly.
None of that really has to do with champion difficulty though. But IMO at the levels they are kept short ranged damage dealers take more work when they have to cut through the enemy team for their target and the defenses they pick up don't hold as well in the middle of the fight versus the enemy adc positioning properly. The ranged guy playing safe gets more mileage out of every hp than the diver. So most of the time.. in comp play.. you just see heavily defensive bruisers or tanks or jungle assassins going for the snowball before building bruiser tank to support their ranged carries later on. And the mage's best items are the more utility defensive ones, as the one's that push damage are kinda meh. And if adcs get good defensive items sometimes with like on hit builds it warps the game further.
Most of the time it is actually better to abuse easy champions reducing margin of error and focus on the basics and strategy. It can depend on the player though I guess.
Fighters/Assassins are great IF they get going though. They slaughter a lot on their own directly. It's just they start to fall off the higher up the ladder you go as gameplay errors get reduced. And you need starpower skills to consistently overcome the meta.
Maximizing the full extent of a ranged character's advantage has a initial higher learning curve with both effective and safe positioning and zoning, but at a high level they are easier.