Abandonment of the Holy Trinity.
I'll start with the introduction, and some background. I've been playing computer games and console games since around 1989, during that time I've worked on my own indie projects, none quite as successful as League its self. I noticed something pretty quickly, there's a guideline that most MMOs/RTS/MOBA follow, and that's the holy trinity as it is called. http://reportsfromthefield.com/wp-content/uploads/2014/11/holytrinity.jpg And here's the basic run down.
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TANK; deals very little damage, makes up for it by having excellent crowd control and tenacity. Soaks large amounts of damage without showing much damage taken.
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DPS; Deals a lot of damage in a short amount of time, has very little CC, low tenacity, and takes larger amounts of damage than a tank.
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Healer; Has a large amount of CC removal, tenacity, but takes damage very easily, can also heal up the tank if he takes too much damage from holding the threat.
I'm not sure why you (Riot) think it's healthy for tanks to do near as much damage as a carry class champion (Lucian / Riven / Khazix, to name a few). While I can see why stepping away from the trinity slightly to promote creativity and not be another nameless MMO with the same traits as the next CAN be considered a good thing. There's problems that are sure to follow, and I'm sure I'm not the only one who has noticed the Juggernaught rework wasn't fun for anyone.
(I doubt I'll get a red post here, but I don't really mind, I'll get the community's views on something that's killed my interest in the game.)
Juggernaughts make a great story, they make a really great story. Arms flailing Mary Sue that takes nigh 0 damage from everything, and hits like a truck. But League is more than a story, and you have to think beyond the bounds of story, and think gameplay. What I'm getting at is, in a highly competitive skill-based arena like the Rift, it's unsatisfying when something fitting the description of a Mary Sue juggernaught comes along. I won't speak for the community myself, but I'd much rather that tanks stick to their trinity: "deals very little damage, makes up for it by having excellent crowd control and tenacity."
I feel like continuously making new champions with the same fault is a downward slope to many people (like myself) becoming un interested with the gameplay.
The trinity /worked/ for the same reasons you decided to leave it, which boggles my mind; each role contributed something different and necessary for victory. Juggernaughts have the same damage as some DPS champions, without the weaknesses, and so then people begin to wonder why they even play DPS champions, if Juggernaughts are equally, if not more effective.
In conclusion, you then you have metas evolve to this toxic gamestyle, and the game we used to cherish and enjoy ( s1-s4) becomes something entirely different, and frankly unfun to play, in my opinion.
Think about it.