as we all know, riot has different champion designers and to be honest, i really dont like every single one of them. i think, quite the majority of champions in league are, at best, mediocrely designed. only a few are really sweet and well designed and fit their role perfectly and require no abuse of bad design to be effective.
having weird AP ratios also falls in this same mediocrely-designed topic. i think rather than encouraging AP builds, its more of an excuse to not make you feel like you wasted part of your money upon buying trinity force. i dont know. its not like the champion cares about that ap ratio at all. also, it might be a weird way to try and balance things out slightly.
and they might be like "hmm, tryndamere wants to chase people so he might want to build rylais, but then the AP is wasted, so why dont we give him ap ratios, yayyyyy!"
i think, league of legends overall is a good game, but it has its design flaws and especially recently, badly designed champions are piling up. hello yasuo and kalista.
with all that text, i just want to say that i would ABSOLUTELY not recommend to try and design champions the way riot does it. riot, for the most part, doesnt do it exceptionally well, so straying from their design "philosophy" usually is a good thing.
what does a champion need, in reality? does he need knockups and infinite mobility to be fun? does he need to be designed so he can only play in a single predetermined role?
oh, you can now play AP sivir because her Q scales on AP, that gives her SO MUCH freedom of choice! awsome champion design right there!
i think, marksmen KINDA need to be designed around a very tight concept or they will be impossible to balance, aswell as some supports are solely based on supporting and cant effectively lane for themselves. but in GENERAL, i would say that this is a horrible idea and a champion should be played as toplaner or midlaner because his abilities BENEFIT those positions against champions that are popular/also being benefitted by those roles. for example, top/botlane are long lanes so requiring SPACE to chase down your opponent makes it very hard for a champion to play midlane while having only bursty range spells but no durability or mobility makes it hard for a champion to play in a longer lane.
the MAP is designed to find every champion its viable spots, but champions should not be designed with the mentality of predetermine their roles (with the exceptions of some marksmen/support champions, even tho i feel like you could design champions around a new meta instead of benefitting this old one even more)
this means, a reksai for example, who is basically only viable in jungle, is impossible to play as support or midlaner and can only be played in toplane with some huge setbacks, is a very flawed design and not "cool" in any way, even if he IS a cool jungler.
the prime example for absolutely magnificent design i like to give is fiddlesticks, as he is the perfect champion. he has EVERYTHING a champion needs: cool playmaking abilities that are very fun to use, big weaknesses that are very rewarding to abuse and counterplay him with, GREAT adaptability to at least three "meta" positions on the map (mid sup jungle) and clear "powers" that set him apart from every other champion in league.
league has over 120 champions and i know its near impossible to design every single one of them with a uniqueness like fiddlesticks, but there is nothing wrong with trying and keeping a healthy distance to every yasuo, reksai and kalista design out there. your champion is very unique and cool and has clear strength and weaknesses and even if he would not make it into the LCS meta (or would be pick/banned every game), it still makes him a fun champion that thousands of players are likely to enjoy. NOBODY enjoys kalista tho. so keep up the GOOD work and stay away from predetermining a champions role. let players decide where and how to play him and give them the tools to make their choice, and those tools are not called AP ratio on sivirs or quinns Q, those tools are called flexibility, adaptability, clearly defined strength and weaknesses and synergizing abilities*
*synergy means, a player can use the abilities to compliment eachother like fiddlesticks fear-drain or crowstorm-fear or karmas interchangable combos so that a champion feels integer and true to his ROLE, aside from his LANE. a karma can very effectively be played as support, midlaner or toplaner and even jungle (i do that in diamond), and can be built into various subroles including TANKY BRUISER. but it means a player has to make a choice but no matter what choice he makes, all of the champions abilities will STILL feel fun and rewarding to use if used correctly.
*synergy DOES NOT mean, a champion with infinite sticking power and sustained damage so high it counts as burst can build full while his abilities "synergize" to make him a tanky fighter assassin melee marksman carry with tons of cc that is either completely unplayable due to his kit revolving entirely around damage while being a melee champion, or completely overpowered due to him being able to deal that damage and get away with it.
yes im talking about yasuo. he cant be balanced and riot doesnt want to understand it. he has no way of assassinating, therefore he is not an assassin. hes a fighter/bruiser type at best. tho since all of his abilities revolve around combining his mobility and CC to deal his damage, there is only one question: can he kill you, or cant he? if he cant, he has nothing else in his kit (except windwall) that is of any use to the team or to himself in lane as he has no "scaling" or playmaking capability aside from his damage. for example, a fiddlesticks, even when doing poorly in lane, still scales on the amount of enemies hit in a teamfight and his ability to position beforehand. it doesnt scale only on numbers, but also on SITUATIONS and OPPORTUNITIES. yasuo on the other hand scales only on crit and AD, so if he is too weak to utilize this scaling, he is useless, and if he is strong enough to utilize it, he is overpowered because there is no effective counterplay to a tanky cc bruiser assassin fighter support with infinite sticking power, mobility, recharging shields and defense against all spells that COULD theoretically stop him.
long story short, yasuo is broken beyond repair and can only be saved by deleting him entirely, redesigning him from scratch or simply giving up on him. and im only taking him as an example here. there are other champions similarly flawed.
i will give you another example:
in diablo 2, you could play a druid as a summoner, a wind druid, a fire druid, a stun-bear druid, an attackspeed wolf druid, a poison bite wolf druid and a fireclaw wolf druid, all of these options giving you entirely different ways of gameplay and different feels almost to the extent of being different characters. this was achieved by how the ability and item scaling in the game worked. if you now look at diablo 3, its the exact same thing as yasuo. there is only one scaling on everything, no variation and if you are a mage, you are a mage. end of story.
final words after infinite useless txt: your champion is unique and cool. think about ways to make him cooler (except taking over minions, your abilities are mostly BORING but still good). just put in some more effort, delete, say, the E and rework it from scratch to give him even more uniqueness and also FUN TO PLAY. dont give him AP or AD or retardness scaling just because rito would do.
enjoy life.