Well, Nemesis Draft was fun while it lasted
But since it takes about one game to crack the code on stacking the odds in your favor and playing on the losing side of that is close to the most terrible mindnumbing experience in MOBA history, let's go ahead and open up the discussion on how we could have created this game mode to actually engage some compelling strategic thought process.
...And if you haven't figured out what the haps is yet, here's a general breakdown for you. I don't feel the least bit guilty about hastening the process of terrible meta understanding to occur in this instance simply because it is already miserable to play against a team that has it figured out and it might be slightly more interesting if everyone is already on board to deal with nuanced matchups.
Rule 1: Don't give the enemy team any ranged champions. Forget that Urgot isn't widely regarded for his adc position. He is going to eat your faces off. Don't even think giving the enemy an all ranged support team is going to work in your favor. I might spring for completing that insanity certification in that case.
Rule 2: Don't give the enemy team any champions that would be ridiculous if they couldn't be kited. Trundle is going swallow every fighter and tank whole. Taric is going to shatter your will to live. Run from them screaming like the babes you are.
Rule 3: Try to avoid giving the enemy good jungle duelists.
And now both teams must try to outmaneuver each other with off builds for poorly - scaling tanks. That is what is going to occur every time once the dust settles.
So again, what do you guys think are some easy-ish fixes? Champion restrictions? Would a couple of temporary item alterations make a difference? Change around some summoner effects? What are your thoughts?