All the problems with this game from a design standpoint
Here are the main points - Read more about them further down in the post.
- Playing strategically hurts you and benefits others
- Doing well offers far too little incentive.
- Inability to pair random items with random champions
- Pathing and freezing issues of champions
1. Playing strategically hurts you and benefits others
Part of this game requires the player to adapt. The entire point of having a limited pool and being able to view your opponents pieces is proof of that. However, a huge problem is that if you notice another player picking the same pieces as you, you are left with 2 choices. Change your strategy, or hope that the other player changes their strategy.
If you choose the former, you are specifically hurting yourself. This shouldn't be the case in strategic games. Pivoting and adapting should be rewarded. However, as it is now, it's the other way around. The oblivious player who just continues about his strategy unaware of anything else in the game, benefits.
Bad Design
2. Doing well offers far too little incentive.
In most games - the goal is to do well, and continue doing well. In this game, when you win a fight, you receive 1 gold. Thats it. The drawbacks however are much more substantial. You get last pick in item round. Your streak gets much more easily ruined if you don't continue upkeeping your stronger units, and in turn, you lose more gold than you win.
Based on the damage taken early game, it makes little sense to win rounds. The items make far too much difference end game to give up not getting your choice.
3. Inability to pair random items with random champions
Items have no real point in this game other than the add to the randomness.
You receive items randomly. If you are doing decent and are higher ranked in the early game, as stated above, you receive items at random and get no choices. What this means is that you can not strategically plan your items around your champions, or in reverse, you can't plan your champions around your items. So again, what is the point of items? To extrapolate - if you receive, at random, the ingredients for a guinsoo - lucky you! However, now you need to "hope" to get a decent ADC to hold it. And vice versa, if you get a T3 ADC, but no BF sword or Recurve Bow, then they are dead weight.
One of these needs to be fixed. The game seems to be based around random selected champions, so therefore, items need to be significantly less random.
4. Pathing and freezing issues of champions
Less game design, and more poor design. Champion pathing in this game is awful. As a strategy game based on the name, "chess" placement of units needs to be more important. You can't have this unless you know how each unit will behave. This means, specific units need to target other specific units and have priorities that are clearly laid out.
Right now, people just clump their champions with glass cannons in the back and tanks in the front. Assassins used to help with this, but now assassins are pointless since when they jump to the back, they just get focused down. If only I could get an item to help them, maybe I could build them to counter specific opponents. But...I can't.
I think Riot noticed there is something here. This game format is fun and interesting, or they wouldn't have copied it so quickly. But the problem is, the people they have in charge of designing it aren't really talented enough to evolve it into something really good.