My thoughts on the current state of the game, and insight on how to improve it.
NOTE. THIS IS NOT A QQ POST. SERIOUS SUGGESTIONS
Right now, the game is not in a great state. The balance has worsened, and patches take time to fix it. So, let's see what needs fixed, shall we?
Top Lane. Right now, tanks are dominating top lane. People like Trundle, Volibear, Mundo, and Shyvana can win easily just because of their high base damages. They're free to build tanky all they like, with only one damage item. They can still deal far too much damage for anyone that isn't a tank to handle.
Jungle. Honestly, I think jungle has the fewest problems out of all the groups right now. A couple of the champions (Like Shyvana and Voli) are still a problem, but jungling is better now than it was a while ago.
Middle Lane. Right now, mid lane is just "battle of the burst". If you try to play a non-mobile mid laner you're almost done. The only thing keeping these non-mobile champs from extinction is their CC, which is harder to rely on due to the mentioned mobility. Often champs with less mobility deal equal or less damage than the champs that have higher mobility anyway. (Compare Leblanc's mobility, durability, and damage to Viktor)
Support. Support is dominated by lots and lots of CC, or harass. Traditional supports like Taric, Sona, and Janna are getting left in the dust, while the endless CC of Blitz, Thresh, and Leona, or the endless poke of Annie or Velkoz takes the spotlight. Supports NEED to be in bottom lane. That's the only place they have to go, and if mid lane is boycotted by AP Carried to play support, they're left without a home.
"Marksmen". Marksmen are in an interesting place. The "mobility creep" doens't affect them in lane as hard as other lanes, but some champions blatantly have more power than others, in almost every way. Compare Jinx to Ashe, for example. Or compare Lucian to Graves. Frankly, the champions are just weak.
Here are my thoughts on how to fix some of this.
Top lane. Give "tanks" lower base damages, and make them focus on tanking. Whether it's a set amount of %hp or %armor scaling, or simply lowering base damages that will help, I dont know. The "Tank" fantasy is to be unkillable. Keep this in place, but don't let them be unkillable WHILE doing loads of damage to the entire enemy team. That's where things become problematic.
Jungle. Master Yi, Khazix, and Pantheon are viable again. The new jungle has brought many "carry junglers" into the spotlight, and I want to keep them there. However, the "tank issue" persists. Trundle, Shyvana, Mundo, and similar champions are also an issue here. It's just that they surprise you in lane, rather than stomp you directly.
Middle lane. Buff immobile mages. High risk should have high reward. Low risk champions shouldn't have higher reward.
Support. Right now, many of the "necessary bans" are supports. That says something about how the role has changed. Don't nerf the current "OP picks", but buff the other supports up to their level. When playing Leona or Thresh, you can FEEL that you're making a difference in the teamfights, and you can "carry" a game just by having good initiations or pulls. Perhaps if Janna, or Sona were actually made to be a threat, they would see more competative play. Right now, traditional supports aren't in a great place.
Marksmen. The "lower tier" marksmen are borderline useless (Sorry Ashe mains, I respect you) while a high tier marksman can carry a game without being stopped. The fantasy of a carry is to be deal tons of damage, so keep that intact while making changes, but perhaps if the lower tier marksmen were buffed to be a considerable threat, even without getting insanely fed. It's the same issue with middle lane, but mobility isn't the issue. Lower risk champions are higher reward than the high risk champions.
Community Issues. This game has always had and will likely always have a toxic community. The game is very competative and that brings out the worst in some people. However, there needs to be more effort put towards punishing rule-breaking and toxic players. Right now, scripters, trolls, and all other manner of uglies plague the game.
My suggestions are as follows.
(Now remember, I'm not perfect. I'm competative, and I'm toxic at times myself.) Let us know when a player we reported was suspended, banned, or even warned. No names need to be given out, it's just good to know that your reports make a difference. If people were aware of that, perhaps they would be more cautious before they act toxic themselves. Funnel more resources into the Tribunal. We know it works, it just works slowly. Perhaps if you had "double IP" weekends for judgement cases. Something in general to motivate people and excite people to work with the tribunal.
There are a few more things that come to mind, but I feel like this is the "overview" of each area. Feedback is appreciated.
She has numerous problems. One is the difficulty of forcing her out of lane now, thanks to the Season 4 changes. She also does her job as a tank too well, being able to pin down squishies with CC, deals enough damage to be a threat, and being extremely difficult to kill in the process. I've seen a few games (both as and against) where Leona would get more fed than a carry, and usually, becomes an unstoppable force you can't do much about, and can't even ignore her to try and damage a top-priority target.
I can only think of one huge issue, and that's his Lantern. The ability to bring someone out of sight "into the fray" in the blink of an eye is a huge boon for mobility. To counter it, you have to go into the enemy jungle risking your life, ward one or more potential lantern spots, head back to lane, and all the while losing experience, potential gold, and not being around to help your carry if things go awry. The only other issue is his free tankiness, which can become a bit much late game, but that's probably a bit forgivable considering his squishiness early game.
There are some changes in the work if I recall, but her issue is a ton of burst damage for building next to no AP. She also could easily build AP Bruiser and still deal a lot of damage with her high AP ratios. Finally, why she has 625 Attack range is beyond me.