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* Stealth is considered one of the most unhealthy aspects of the game since it makes champions who possess it really, really annoying to fight against. Planning and vision goes out the window when a specific champion with a stealthing mechanic instantly nullifies them, letting them go in undetected, bursting down their target and running off (even worse when you keep in mind it's typically found on [[LightningBruiser assassins who usually have an escape option in their kit to easily do that]]). While reworks to stealth behavior and item counters have been implemented to make it slightly more palatable, some champions reliant on stealth such as Twitch, Rengar and Evelynn have gone through ups and downs as a result of it being really difficult to find a mutually fair solution to.

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* Stealth is considered one of the most unhealthy aspects of the game since it makes champions who possess it really, really annoying to fight against. Planning and vision goes out the window when a specific champion with a stealthing mechanic instantly nullifies them, letting them go in undetected, bursting down their target and running off (even worse when you keep in mind it's typically found on [[LightningBruiser assassins who usually have an escape option in their kit to easily do that]]). While reworks to stealth behavior and item counters have been implemented to make it slightly more palatable, some champions reliant on stealth such as Twitch, Rengar and Evelynn have gone through ups and downs as a result of it being really difficult to find a mutually fair solution to. Even worse was Akali's "true stealth", which made her invisible even to turrets under her shroud until it was removed for making diving with Akali too safe.



* Dodge, a now-removed stat similar to critical hit chance which granted a percentage-based chance to have autoattacks against you [[NoSell deal no damage]]. Needless to say, it wasn't fun for players to suddenly whiff on what might've been the killing blow just because the RandomNumberGod said so (it wasn't even a direct inverse to crit chance, as even non-critical hits deal ''some'' damage), but it was also unreliable for the user to have it unless they stacked up on the stat with runes and the precise ''one'' item that provided it (Ninja Tabi, boots that granted 12% Dodge). The fact there existed the item Sword of the Divine, which came with an active buff to ignore Dodge entirely, made the stat seem like even more of an unnecessary problem for everyone involved. Dodge was eventually removed from the game by early 2012, with Ninja Tabi and Sword of the Divine reworked (the latter later removed altogether), and champions who had Dodge interactions (such as Jax and his ''Counter Attack'') were reworked.

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* Dodge, a now-removed stat similar to critical hit chance which granted a percentage-based chance to have autoattacks against you [[NoSell deal no damage]]. Needless to say, it wasn't fun for players to suddenly whiff on what might've been the killing blow just because the RandomNumberGod said so (it wasn't even a direct inverse to crit chance, as even non-critical hits deal ''some'' damage), but it was also unreliable for the user to have it unless they stacked up on the stat with runes and the precise ''one'' item that provided it (Ninja Tabi, boots that granted 12% Dodge). The fact there existed the item Sword of the Divine, which came with an active buff to ignore Dodge entirely, made the stat seem like even more of an unnecessary problem for everyone involved. Dodge was eventually mostly removed from the game by early 2012, with Ninja Tabi and Sword of the Divine reworked (the latter later removed altogether), and champions who had Dodge interactions (such as with it now only existing on Jax and in the form of his ''Counter Attack'') were reworked.Couterstrike.
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* ''Wild Rift'' exclusive: Buying items still has to be done in the home base. Considering that most mobile MOBA games allow buying items from anywhere in the map, the decision to keep this mechanic in ''Wild Rift'' prove to be a sore point and roadblock for those attempting to try ''Wild Rift''.
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* Preseason 2023 introduced several new elements to ARAM, most of which were well-received, but with one major exception: [[GeoEffects Tower Rubble]], where the first tower of each side -- upon being taken down by the enemy -- collapses and leaves debris in the middle of the lane, permanently creating more terrain to navigate around, with the direction it was falling also being random each game. Riot intended for this to be a mechanic similar to Elemental Drakes of Summoner's Rift to keep games fresh with semi-randomized map geography, but this was greatly criticized for ARAM since it takes place on an already-tight one-lane map, with additional terrain [[{{Padding}} simply creating worse chokepoints for teams to have to fight through]] and arbitrarily inflating the strength of champions who thrive in tight spaces, disrupting the pure "all-mid brawling" gameplay. After much controversy, Riot decided the mechanic wasn't getting the results they were hoping for, removing the feature in patch 13.5.
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* "Dynamic Queue" was a new system implemented for the 2016 ranked season to replace the Solo/Duo Queue, and quickly became ''the'' problem of discussion for the rest of the year. While the Solo/Duo Queue system was made to only limit players to compete on the ranked ladder alone or with one partner, and the Dynamic Queue was made to shake things up by allowing players to queue with groups of any size. Riot's intent was that it would encourage further team play as ''League of Legends'' is ultimately a team-based game, but this move became widely criticized as it threw the quality of ranked games entirely out of whack -- whereas playing in the ranked ladder alone allows for a fairly straightforward approach to determining individual skill, Dynamic Queue enabling matchmaking groups of varying different premade sizes introduced so many variables that tanked both competitive integrity (teams with better coordination do far better than those who don't, with this system putting a heavy burden on solo players for factors beyond the scope of the game), as well as matchmaking (it was not uncommon for high-ELO players to end up waiting ''exponentially'' longer to find games, often resulting in autofill or matchups against low-level players, even if they were still playing by themselves). By the end of the year, Riot fully admitted that Dynamic Queue was a mistake in both root concept and execution, and thus the Solo/Duo Queue returned for the 2017 season.
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* An inconvenient, if amusing series of problems from early on in the game's life: prior to the introduction of a proper Spectator Mode in late 2011, prospective spectators (including broadcasters of professional games) relied on an archaic system that required them to join in the games as a sixth player of either team, complete with picking a champion, albeit one who would be invisible and unable to interact at all with the game... for the most part. A handful of champions had global passives that would directly interfere with gameplay despite being otherwise non-interactable: Twisted Fate (whose early passives granted allies either critical strike chance or bonus gold on kill), Janna (granted all allies bonus movement speed), and Zilean (granted all allies bonus experience generation). This obviously tripped up game balance, and while pro broadcasters had the good sense to avoid these champions (the small handful of times people accidentally did resulted in games being restarted upon realizing their mistake), regular gamers were not bound to the honor system in this sense, and this exploit became a convoluted, yet beneficial way for more competitive players to get a free buff. The problem has long since been turfed following the release of a proper, more robust Spectator Mode, and all offending passives have since been reworked, fully denying any possibility of this problem's return.

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* An inconvenient, if amusing series of problems from early on in the game's life: prior to the introduction of a proper Spectator Mode in late 2011, prospective spectators (including broadcasters of professional games) relied on an archaic system that required them to join in the games as a sixth player of either team, complete with picking a champion, albeit one who would be invisible and unable to interact at all with the game... for the most part. A handful of champions had global passives that would directly interfere with gameplay despite being otherwise non-interactable: Twisted Fate (whose early passives granted allies either critical strike chance or bonus gold on kill), Janna (granted all allies bonus movement speed), and Zilean (granted all allies bonus experience generation). This obviously tripped up game balance, and while pro broadcasters had the good sense to avoid these champions (the (in the small handful of times people accidentally did resulted in did, the games being restarted upon realizing their mistake), had to be restarted), regular gamers were not bound to the honor system in this sense, and this exploit became a convoluted, yet beneficial way for more competitive players to get a free buff. The problem has long since been turfed following the release of a proper, more robust Spectator Mode, and all offending passives have since been reworked, fully denying any possibility of this problem's return.
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* An inconvenient, if amusing series of problems from early on in the game's life: prior to the introduction of a proper Spectator Mode in late 2011, prospective spectators (including broadcasters of professional games) relied on an archaic system that required them to join in the games as a sixth player of either team, complete with picking a champion, albeit one who would be invisible and unable to interact at all with the game... for the most part. A handful of champions had global passives that would directly interfere with gameplay despite being otherwise non-interactable: Twisted Fate (whose early passives granted allies either critical strike chance or bonus gold on kill), Janna (granted all allies bonus movement speed), and Zilean (granted all allies bonus experience generation). This obviously tripped up game balance, and while pro broadcasters had the good sense to avoid these champions (the small handful of times people accidentally did resulted in games being restarted upon realizing their mistake), regular gamers were not bound to the honor system in this sense, and this exploit became a convoluted, yet beneficial way for more competitive players to get a free buff. The problem has long since been turfed following the release of a proper, more robust Spectator Mode, and all offending passives have since been reworked, fully denying any possibility of this problem's return.
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* Healing and anti-healing have a very long history of controversy in the game: from as early as the likes of [[WhiteMage Soraka]], healing has received a lot of criticism for being a pretty non-interactive mechanic that walks a fine line between being incredibly powerful at sustaining champions in combat or simply useless, derided as either [[PaddedSumoGameplay making things unfairly padded]] or making those who benefit from healing obsolete. There was a period between 2014-17 where Riot generally tried to downplay the importance of healing by making abilities that provide them interplay with some other utility, [[CombatMedic such as dealing damage or crowd control]] (Soraka and Sona -- two of the most well-known [[TheMedic "pure" healers]] in the game -- received reworks in 2014 that forced them to work harder for their healing, and at more notable personal cost beyond simply mana), but starting from 2018, they've gradually fallen back into their old habits, with several new champions being balanced around their ability to heal themselves or others. A lot of flack has since been directed towards the lack of options of counterplay; simply [[ShootTheMedicFirst shooting the medic first]] may not be a feasible option depending on champion picks and their individual mechanical design (Yuumi is an infamous healing champion based on [[DefiedTrope the complete inability for her to be targeted first]], ''a core tenant to her character''), and even with the existence of [[AntiRegeneration Grievous Wounds]] items (which gained increasing prominence following 2021 as several options were introduced to be used by almost every champion archetype), this still runs into the problem of binary stat interactions, where they're neither making several champions obsolete or themselves becoming ineffectual stat sticks. The latter dynamic has received particular criticism in metas where healing is [[PowerCreep significantly ratcheted]], as Grievous Wounds items are ironically treated as imperative not because they actually grant a substantial kryptonite, but because it's the only option of making a dent in healers who are otherwise practically invincible.

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* Healing and anti-healing have a very long history of controversy in the game: from as early as the likes of [[WhiteMage Soraka]], healing has received a lot of criticism for being a pretty non-interactive mechanic that walks a fine line between being incredibly powerful at sustaining champions in combat or simply useless, derided as either [[PaddedSumoGameplay making things unfairly padded]] or making those who benefit from healing obsolete. There was a period between 2014-17 where Riot generally tried to downplay the importance of healing by making abilities that provide them interplay with some other utility, [[CombatMedic such as dealing damage or crowd control]] (Soraka and Sona -- two of the most well-known [[TheMedic "pure" healers]] in the game -- received reworks in 2014 that forced them to work harder for their healing, and at more notable personal cost beyond simply mana), but starting from 2018, they've gradually fallen back into their old habits, with several new champions being balanced around their ability to heal themselves or others. A lot of flack has since been directed towards the lack of options of counterplay; simply [[ShootTheMedicFirst shooting the medic first]] may not be a feasible option depending on champion picks and their individual mechanical design (Yuumi is an infamous healing champion based on [[DefiedTrope the complete inability for her to be targeted first]], ''a core tenant to her character''), and even with the existence of [[AntiRegeneration Grievous Wounds]] items (which gained increasing prominence following 2021 as several options were introduced to be used by almost every champion archetype), this still runs into the problem of binary stat interactions, where they're neither making they either make several champions obsolete or are themselves becoming ineffectual stat sticks. The latter dynamic has received particular criticism in metas where healing is [[PowerCreep significantly ratcheted]], as Grievous Wounds items are ironically treated as imperative not because they actually grant a substantial kryptonite, but because it's the only option of making a dent in healers who are otherwise practically invincible.
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* Healing and anti-healing have a very long history of controversy in the game: from as early as the likes of [[WhiteMage Soraka]], healing has received a lot of criticism for being a pretty non-interactive mechanic that walks a fine line between being incredibly powerful at sustaining champions in combat or simply useless, derided as either [[PaddedSumoGameplay making things unfairly padded]] or making those who benefit from healing obsolete. There was a period between 2014-17 where Riot generally tried to downplay the importance of healing by making abilities that provide them interplay with some other utility, [[CombatMedic such as dealing damage or crowd control]] (Soraka and Sona -- two of the most well-known [[TheMedic "pure" healers]] in the game -- received reworks in 2014 that forced them to work harder for their healing, and at more notable personal cost beyond simply mana), but starting from 2018, they've gradually fallen back into their old habits, with several new champions being balanced around their ability to heal themselves or others. A lot of flack has since been directed towards the lack of options of counterplay; simply [[ShootTheMedicFirst shooting the medic first]] may not be a feasible option depending on champion picks and their individual mechanical design (Yuumi is an infamous healing champion based on [[DefiedTrope the complete inability for her to be targeted first]], ''a core tenant to her character''), and even with the existence of [[AntiRegeneration Grievous Wounds]] items (which gained increasing prominence following 2021 as several options were introduced to be used by almost every champion archetype), this still runs into the problem of binary stat interactions, where they're neither overbearingly effective nor obsolete. The latter dynamic has received particular criticism as in metas where healing is [[PowerCreep significantly ratcheted]], Grievous Wounds items are treated as imperative not because they actually grant a substantial kryptonite, but because it's the only option of making a dent in healers who are otherwise practically invincible.

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* Healing and anti-healing have a very long history of controversy in the game: from as early as the likes of [[WhiteMage Soraka]], healing has received a lot of criticism for being a pretty non-interactive mechanic that walks a fine line between being incredibly powerful at sustaining champions in combat or simply useless, derided as either [[PaddedSumoGameplay making things unfairly padded]] or making those who benefit from healing obsolete. There was a period between 2014-17 where Riot generally tried to downplay the importance of healing by making abilities that provide them interplay with some other utility, [[CombatMedic such as dealing damage or crowd control]] (Soraka and Sona -- two of the most well-known [[TheMedic "pure" healers]] in the game -- received reworks in 2014 that forced them to work harder for their healing, and at more notable personal cost beyond simply mana), but starting from 2018, they've gradually fallen back into their old habits, with several new champions being balanced around their ability to heal themselves or others. A lot of flack has since been directed towards the lack of options of counterplay; simply [[ShootTheMedicFirst shooting the medic first]] may not be a feasible option depending on champion picks and their individual mechanical design (Yuumi is an infamous healing champion based on [[DefiedTrope the complete inability for her to be targeted first]], ''a core tenant to her character''), and even with the existence of [[AntiRegeneration Grievous Wounds]] items (which gained increasing prominence following 2021 as several options were introduced to be used by almost every champion archetype), this still runs into the problem of binary stat interactions, where they're neither overbearingly effective nor obsolete. making several champions obsolete or themselves becoming ineffectual stat sticks. The latter dynamic has received particular criticism as in metas where healing is [[PowerCreep significantly ratcheted]], as Grievous Wounds items are ironically treated as imperative not because they actually grant a substantial kryptonite, but because it's the only option of making a dent in healers who are otherwise practically invincible.
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* Healing and anti-healing have a very long history of controversy in the game: from as early as the likes of [[WhiteMage Soraka]], healing has received a lot of criticism for being a pretty non-interactive mechanic that walks a fine line between being incredibly powerful at sustaining champions in combat or simply useless, derided as either [[PaddedSumoGameplay making things unfairly padded]] or making those who benefit from healing obsolete. There was a period between 2014-17 where Riot generally tried to downplay the importance of healing by making abilities that provide them interplay with some other utility, [[CombatMedic such as dealing damage or crowd control]] (Soraka and Sona -- two of the most well-known [[TheMedic "pure" healers]] in the game -- received reworks in 2014 that forced them to work harder for their healing, and at more notable personal cost beyond simply mana), but starting from 2018, they've gradually fallen back into their old habits, with several new champions being balanced around their ability to heal themselves or others. A lot of flack has since been directed towards the lack of options of counterplay; simply [[ShootTheMedicFirst shooting the medic first]] may not be a feasible option depending on champion picks and their individual mechanical design (Yuumi is an infamous healing champion based on [[DefiedTrope the complete inability for her to be targeted first]], ''a core tenant to her character''), and even with the existence of [[AntiRegeneration Grievous Wounds]] items (which gained increasing prominence following 2021, which introduced several options to be used by almost every champion archetype), this still runs into the problem of binary stat interactions, where they're neither overbearingly effective nor obsolete. The latter dynamic has received particular criticism as in metas where healing is [[PowerCreep significantly ratcheted]], anti-heal items are treated as imperative not because they actually grant a substantial kryptonite, but because it's the only option of making a dent in healers who are otherwise practically invincible.

to:

* Healing and anti-healing have a very long history of controversy in the game: from as early as the likes of [[WhiteMage Soraka]], healing has received a lot of criticism for being a pretty non-interactive mechanic that walks a fine line between being incredibly powerful at sustaining champions in combat or simply useless, derided as either [[PaddedSumoGameplay making things unfairly padded]] or making those who benefit from healing obsolete. There was a period between 2014-17 where Riot generally tried to downplay the importance of healing by making abilities that provide them interplay with some other utility, [[CombatMedic such as dealing damage or crowd control]] (Soraka and Sona -- two of the most well-known [[TheMedic "pure" healers]] in the game -- received reworks in 2014 that forced them to work harder for their healing, and at more notable personal cost beyond simply mana), but starting from 2018, they've gradually fallen back into their old habits, with several new champions being balanced around their ability to heal themselves or others. A lot of flack has since been directed towards the lack of options of counterplay; simply [[ShootTheMedicFirst shooting the medic first]] may not be a feasible option depending on champion picks and their individual mechanical design (Yuumi is an infamous healing champion based on [[DefiedTrope the complete inability for her to be targeted first]], ''a core tenant to her character''), and even with the existence of [[AntiRegeneration Grievous Wounds]] items (which gained increasing prominence following 2021, which introduced 2021 as several options were introduced to be used by almost every champion archetype), this still runs into the problem of binary stat interactions, where they're neither overbearingly effective nor obsolete. The latter dynamic has received particular criticism as in metas where healing is [[PowerCreep significantly ratcheted]], anti-heal Grievous Wounds items are treated as imperative not because they actually grant a substantial kryptonite, but because it's the only option of making a dent in healers who are otherwise practically invincible.
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* Healing and anti-healing have a very long history of controversy in the game: from as early as the likes of [[WhiteMage Soraka]], healing has received a lot of criticism for being a pretty non-interactive mechanic that walks a fine line between being incredibly powerful at sustaining champions in combat or simply useless, derided as either [[SumoPaddedGameplay making things unfairly padded]] or making those who benefit from healing obsolete. There was a period between 2014-17 where Riot generally tried to downplay the importance of healing by making abilities that provide them interplay with some other utility, [[CombatMedic such as dealing damage or crowd control]] (Soraka and Sona -- two of the most well-known [[TheMedic "pure" healers]] in the game -- received reworks in 2014 that forced them to work harder for their healing, and at more notable personal cost beyond simply mana), but starting from 2018, they've gradually fallen back into their old habits, with several new champions being balanced around their ability to heal themselves or others. A lot of flack has since been directed towards the lack of options of counterplay; simply [[ShootTheMedicFirst shooting the medic first]] may not be a feasible option depending on champion picks and their individual mechanical design (Yuumi is an infamous healing champion based on [[DefiedTrope the complete inability for her to be targeted first]], ''a core tenant to her character''), and even with the existence of [[AntiRegeneration Grievous Wounds]] items (which gained increasing prominence following 2021, which introduced several options to be used by almost every champion archetype), this still runs into the problem of binary stat interactions, where they're neither overbearingly effective nor obsolete. The latter dynamic has received particular criticism as in metas where healing is [[PowerCreep significantly ratcheted]], anti-heal items are treated as imperative not because they actually grant a substantial kryptonite, but because it's the only option of making a dent in healers who are otherwise practically invincible.

to:

* Healing and anti-healing have a very long history of controversy in the game: from as early as the likes of [[WhiteMage Soraka]], healing has received a lot of criticism for being a pretty non-interactive mechanic that walks a fine line between being incredibly powerful at sustaining champions in combat or simply useless, derided as either [[SumoPaddedGameplay [[PaddedSumoGameplay making things unfairly padded]] or making those who benefit from healing obsolete. There was a period between 2014-17 where Riot generally tried to downplay the importance of healing by making abilities that provide them interplay with some other utility, [[CombatMedic such as dealing damage or crowd control]] (Soraka and Sona -- two of the most well-known [[TheMedic "pure" healers]] in the game -- received reworks in 2014 that forced them to work harder for their healing, and at more notable personal cost beyond simply mana), but starting from 2018, they've gradually fallen back into their old habits, with several new champions being balanced around their ability to heal themselves or others. A lot of flack has since been directed towards the lack of options of counterplay; simply [[ShootTheMedicFirst shooting the medic first]] may not be a feasible option depending on champion picks and their individual mechanical design (Yuumi is an infamous healing champion based on [[DefiedTrope the complete inability for her to be targeted first]], ''a core tenant to her character''), and even with the existence of [[AntiRegeneration Grievous Wounds]] items (which gained increasing prominence following 2021, which introduced several options to be used by almost every champion archetype), this still runs into the problem of binary stat interactions, where they're neither overbearingly effective nor obsolete. The latter dynamic has received particular criticism as in metas where healing is [[PowerCreep significantly ratcheted]], anti-heal items are treated as imperative not because they actually grant a substantial kryptonite, but because it's the only option of making a dent in healers who are otherwise practically invincible.
Is there an issue? Send a MessageReason:
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* Healing and anti-healing have a very long history of controversy in the game: from as early as the likes of [[WhiteMage Soraka]], healing has received a lot of criticism for being a pretty non-interactive mechanic that walks a fine line between being incredibly powerful at sustaining champions in combat or simply useless, derided as either [[SumoPaddedGameplay making things unfairly padded]] or making those who benefit from healing obsolete. There was a period between 2014-17 where Riot generally tried to downplay the importance of healing by making abilities that provide them interplay with some other utility, [[CombatMedic such as dealing damage or crowd control]] (Soraka and Sona -- two of the most well-known [[TheMedic "pure" healers]] in the game -- received reworks in 2014 that forced them to work harder for their healing, and at more notable personal cost beyond simply mana), but starting from 2018, they've gradually fallen back into their old habits, with several new champions being balanced around their ability to heal themselves or others. A lot of flack has since been directed towards the lack of options of counterplay; simply [[ShootTheMedicFirst shooting the medic first]] may not be a feasible option depending on champion picks and their individual mechanical design (Yuumi is an infamous healing champion based on [[DefiedTrope the complete inability for her to be targeted first]], ''a core tenant to her character''), and even with the existence of [[AntiRegeneration Grievous Wounds]] items (which gained increasing prominence following 2021, which introduced several options to be used by almost every champion archetype), this still runs into the problem of binary stat interactions, where they're neither overbearingly effective nor obsolete. The latter dynamic has received particular criticism as in metas where healing is [[PowerCreep significantly ratcheted]], anti-heal items are treated as imperative not because they actually grant a substantial kryptonite, but because it's the only means of making them less invincible.

to:

* Healing and anti-healing have a very long history of controversy in the game: from as early as the likes of [[WhiteMage Soraka]], healing has received a lot of criticism for being a pretty non-interactive mechanic that walks a fine line between being incredibly powerful at sustaining champions in combat or simply useless, derided as either [[SumoPaddedGameplay making things unfairly padded]] or making those who benefit from healing obsolete. There was a period between 2014-17 where Riot generally tried to downplay the importance of healing by making abilities that provide them interplay with some other utility, [[CombatMedic such as dealing damage or crowd control]] (Soraka and Sona -- two of the most well-known [[TheMedic "pure" healers]] in the game -- received reworks in 2014 that forced them to work harder for their healing, and at more notable personal cost beyond simply mana), but starting from 2018, they've gradually fallen back into their old habits, with several new champions being balanced around their ability to heal themselves or others. A lot of flack has since been directed towards the lack of options of counterplay; simply [[ShootTheMedicFirst shooting the medic first]] may not be a feasible option depending on champion picks and their individual mechanical design (Yuumi is an infamous healing champion based on [[DefiedTrope the complete inability for her to be targeted first]], ''a core tenant to her character''), and even with the existence of [[AntiRegeneration Grievous Wounds]] items (which gained increasing prominence following 2021, which introduced several options to be used by almost every champion archetype), this still runs into the problem of binary stat interactions, where they're neither overbearingly effective nor obsolete. The latter dynamic has received particular criticism as in metas where healing is [[PowerCreep significantly ratcheted]], anti-heal items are treated as imperative not because they actually grant a substantial kryptonite, but because it's the only means option of making them less a dent in healers who are otherwise practically invincible.
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* Healing and anti-healing have a very long history of controversy in the game: from as early as the likes of [[WhiteMage Soraka]], healing has received a lot of criticism for being a pretty non-interactive mechanic that walks a fine line between being incredibly powerful at sustaining champions in combat or simply useless, derided as either [[SumoPaddedGameplay making things unfairly padded]] or making those who benefit from healing obsolete. There was a period between 2014-17 where Riot generally tried to downplay the importance of healing by making abilities that provide them interplay with some other utility, [[CombatMedic such as dealing damage or crowd control]] (Soraka and Sona -- two of the most well-known [[TheMedic "pure" healers]] in the game -- received reworks in 2014 that forced them to work harder for their healing, and at more notable personal cost beyond simply mana), but starting from 2018, they've gradually fallen back into their old habits, with several new champions being balanced around their ability to heal themselves or others. A lot of flack has since been directed towards the lack of options of counterplay; simply [[ShootTheMedicFirst shooting the medic first]] may not be a feasible option depending on champion picks and their individual mechanical design (Yuumi is an infamous healing champion based on [[DefiedTrope the complete inability for her to be targeted first]], ''a core tenant to her character''), and even with the existence of [[AntiRegeneration Grievous Wounds]] items (which gained increasing prominence following 2021, which introduced several options to be used by almost every champion archetype), this still runs into the problem of binary stat interactions, where they're neither overbearingly effective nor obsolete. The latter dynamic has received particular criticism as in metas where healing is [[PowerCreep significantly ratcheted]], anti-heal items are treated as imperative not because they actually grant a substantial kryptonite, but because it's the only means of making them less invincible.
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* Prior to their massive relaunch in preseason 2018, runes and summoner masteries[[note]]Not to be confused with "Champion Mastery", an entirely different metric[[/note]] were a mess at best. The idea is simple in concept: various sets of general {{Support Power}}s in the form of detailed [[TechTree skill trees]] or obtainable runes that would give very slight, but meaningful stat changes or various interactions to modify the gameplay experience beyond champion picks. However, the big issue was that pre-2018, they were simply too cluttered and inaccessible to use -- mastery trees ([[SoLastSeason on top of constantly changing every year]]) were simply too big and filled with too many minute choices for most players to reasonably scan through for each game, as were rune pages, which additionally came with the need to ''purchase'' runes using Influence Points (the predecessor to modern Blue Essence). This in turn led to accusations that, when combined with the ability to purchase additional pages for rune/mastery presets, this was the closest the game came to becoming truly [[BribingYourWayToVictory pay-to-win]], as those with additional pages and access to stat-boosting runes were only marginally, but definitively more powerful than those who weren't. After years of complaints, the entire system was greatly overhauled with the launch of Runes Reforged in late 2017, merging the systems into a vastly more simplified (and entirely free) skill-tree system, [[AntiFrustrationFeatures presenting a smaller, yet more distinct pool of choices that are much more clear-cut in defining and/or altering a champion's playstyle]], which has since remained as a vastly more respected gameplay staple.

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* Prior to their massive relaunch in preseason 2018, runes and summoner masteries[[note]]Not to be confused with "Champion Mastery", an entirely different metric[[/note]] were a mess at best. The idea is simple in concept: various sets of general {{Support Power}}s in the form of detailed [[TechTree skill trees]] or obtainable runes that would give very slight, but meaningful stat changes or various interactions to modify the gameplay experience beyond champion picks. However, the big issue was that pre-2018, they were simply too cluttered and inaccessible to use -- mastery trees ([[SoLastSeason on top of constantly changing every year]]) were simply too big and filled with too many minute choices for most players to reasonably scan through for each game, as were rune pages, which additionally came with the need to ''purchase'' runes using Influence Points (the predecessor to modern Blue Essence). This in turn led to accusations that, when combined with the ability to purchase additional pages for rune/mastery presets, this was the closest the game came to becoming truly [[BribingYourWayToVictory pay-to-win]], as those with additional optimized pages and access to stat-boosting runes were only marginally, but definitively more powerful than those who weren't.didn't. After years of complaints, the entire system was greatly overhauled with the launch of Runes Reforged in late 2017, merging the systems into a vastly more simplified (and entirely free) skill-tree system, [[AntiFrustrationFeatures presenting a smaller, yet more distinct pool of choices that are much more clear-cut in defining and/or altering a champion's playstyle]], which has since remained as a vastly more respected gameplay staple.
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* Prior to their massive relaunch in preseason 2018, runes and summoner masteries[[note]]Not to be confused with "Champion Mastery", an entirely different metric[[/note]] were a mess at best. The idea is simple in concept: various sets of general {{Support Power}}s in the form of detailed [[TechTree skill trees]] or obtainable runes that would give very slight, but meaningful stat changes or various interactions to modify the gameplay experience beyond champion picks. However, the big issue was that pre-2018, they were simply too cluttered and inaccessible to use -- mastery trees ([[SoLastSeason on top of constantly changing every year]]) were simply too big and filled with too many minute choices for most players to reasonably scan through for each game, as were rune pages, which additionally came with the need to ''purchase'' runes using Influence Points (the predecessor to modern Blue Essence). This in turn led to accusations that, when combined with the ability to purchase additional pages for rune/mastery presets, this was the closest the game came to becoming truly [[BribingYourWayToVictory pay-to-win]], as those with additional pages and access to stat-boosting runes were only marginally, but definitively more powerful than those who weren't. After years of complaints, the entire system was greatly overhauled with the launch of Runes Reforged in late 2017, merging the systems into a vastly more simplified (and entirely free) skill-tree system, [[AntiFrustrationFeatures presenting a smaller, yet more distinct pool of choices that are much more clear-cut in defining and/or altering a champion's playstyle]], which has since remained as a vastly more respected gameplay staple.
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* Illaoi's ''Test of Spirit'' ability, received a lot of flak not necessarily for being overpowered, [[GuideDangIt but being really unclear as to what it does]]. Approaching the initial ability as an opponent comes with fairly obvious logic -- Illaoi is [[CloseRangeCombatant a close-range damage dealer]], so dodge the ability and keep your distance, otherwise she'll rip out your spirit and deal damage to you by hitting it -- but the subsequent "Vessel" mechanic for if she destroys the spirit or the host walks too far away from it (which, given the aforementioned logic of avoiding Illaoi's range, is something they'd be inclined to do) is where things get confusing. When Illaoi was first released, Vessels would be constantly harassed by tentacles around them for up to a full minute unless they and they alone destroy three tentacles, but this dynamic isn't given any obvious indication, leaving most players confused as to why Illaoi was continuing to swarm them with tentacles even after seemingly avoiding her initial wrath. Eventually, the ability was reworked by removing the "destroy tentacles to eliminate the debuff" dynamic in exchange for making the Vessel duration a flat, significantly shorter amount of time, making it less of a burdensome skill-check, but it still gets some ire for just how non-obvious its unique form of punishment is.

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* Illaoi's ''Test of Spirit'' ability, ability received a lot of flak not necessarily for being overpowered, [[GuideDangIt but being really unclear as to what it does]]. Approaching the initial ability as an opponent comes with fairly obvious logic -- Illaoi is [[CloseRangeCombatant a close-range damage dealer]], so dodge the ability and keep your distance, otherwise she'll rip out your spirit and deal damage to you by hitting it -- but the subsequent "Vessel" mechanic for if she destroys the spirit or the host walks too far away from it (which, given the aforementioned logic of avoiding Illaoi's range, is something they'd be inclined to do) is where things get confusing. When Illaoi was first released, Vessels would be constantly harassed by tentacles around them for up to a full minute unless they and they alone destroy three tentacles, but this dynamic isn't given any obvious indication, leaving most players confused as to why Illaoi was continuing to swarm them with tentacles even after seemingly avoiding her initial wrath. Eventually, the ability was reworked by removing the "destroy tentacles to eliminate the debuff" dynamic in exchange for making the Vessel duration a flat, significantly shorter amount of time, making it less of a burdensome skill-check, but it still gets some ire for just how non-obvious its unique form of punishment is.

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* Illaoi's E ability, ''Test of Spirit'', has received a lot of flak, not really for being overpowered, but more for the fact that getting hit by it puts you in a no-win scenario half the time, as while you CAN fight her to reduce the time your spirit is out, ([[GuideDangIt not that this is ever really explained]]), Illaoi is built around dealing obscene amounts of damage to anybody close enough to her so you may end up dying, and if you run away or your spirit is killed, you get turned into a Vessel and continuously spawn tentacles around you which attack you until either a minute is passed (later greatly reduced) or you kill three tentacles, effectively forcing you to play carefully and basically preventing recalling for quite some time.
** Another criticism of ''Test of Spirit'' is that it flies in the face of Riot's previously-stated design philosophy of not including a lot of required knowledge in the kits of their champions- in other words, you're not supposed to have to know exactly how every ability of every champion in the game works in order to fight against them, you can pick up most things just by watching. ''Test of Spirit'' is not actually all THAT powerful, but it has an ''obscene'' level of required knowledge to deal with - if you don't know exactly how it works (e.g that you can shorten the soul steal duration by damaging Illaoi herself, that you end it immediately if you break tether but you become a Vessel immediately, that you can remove the Vessel debuff by killing tentacles) then it'll be far more effective against you than it otherwise would be - you'll be dying to it but you won't understand ''why.''

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* Illaoi's E ability, ''Test of Spirit'', has received a lot of flak, not really for being overpowered, but more for the fact that getting hit by it puts you in a no-win scenario half the time, as while you CAN fight her to reduce the time your spirit is out, ([[GuideDangIt not that this is ever really explained]]), Illaoi is built around dealing obscene amounts of damage to anybody close enough to her so you may end up dying, and if you run away or your spirit is killed, you get turned into a Vessel and continuously spawn tentacles around you which attack you until either a minute is passed (later greatly reduced) or you kill three tentacles, effectively forcing you to play carefully and basically preventing recalling for quite some time.
** Another criticism of
''Test of Spirit'' is that it flies in the face of Riot's previously-stated design philosophy of not including ability, received a lot of required knowledge in flak not necessarily for being overpowered, [[GuideDangIt but being really unclear as to what it does]]. Approaching the kits of their champions- in other words, you're not supposed to have to know exactly how every initial ability of every champion in as an opponent comes with fairly obvious logic -- Illaoi is [[CloseRangeCombatant a close-range damage dealer]], so dodge the game works in order ability and keep your distance, otherwise she'll rip out your spirit and deal damage to fight against them, you can pick up most by hitting it -- but the subsequent "Vessel" mechanic for if she destroys the spirit or the host walks too far away from it (which, given the aforementioned logic of avoiding Illaoi's range, is something they'd be inclined to do) is where things just by watching. ''Test of Spirit'' is not actually all THAT powerful, but it has an ''obscene'' level of required knowledge to deal with - if you don't know exactly how it works (e.g that you can shorten the soul steal duration by damaging get confusing. When Illaoi herself, that you end it immediately if you break tether was first released, Vessels would be constantly harassed by tentacles around them for up to a full minute unless they and they alone destroy three tentacles, but you become a Vessel immediately, that you can remove this dynamic isn't given any obvious indication, leaving most players confused as to why Illaoi was continuing to swarm them with tentacles even after seemingly avoiding her initial wrath. Eventually, the ability was reworked by removing the "destroy tentacles to eliminate the debuff" dynamic in exchange for making the Vessel debuff by killing tentacles) then it'll be far more effective against you than duration a flat, significantly shorter amount of time, making it otherwise would be - you'll be dying to it less of a burdensome skill-check, but you won't understand ''why.''it still gets some ire for just how non-obvious its unique form of punishment is.

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* Pet units tend to be awkwardly implemented into the game:
** Malzahar's Voidlings. Unlike other champion's pets/clones, they are directly uncontrollable (though they do prioritize certain targets hit by his abilities).
** In a different vein of taking issue with champion pets, Elise's little spider companions while she's in spider form that follow and move around her render hitting a skillshot that stops when hitting any enemy target upon Elise... rather difficult.
** Yorick's Mist Walkers and Maiden of the Mist have a similar problem. While it's actually usually rather easy to get them to fight specific targets (especially with his E ability), sometimes the issue is that you don't ''want'' them to fight and you want them to just stick with you. Of course, this was a deliberate design choice, as Yorick was made specifically to be a strong pusher who has the unique distinction of being able to push two lanes at once.
** Kindred's Wolf is in a similar position but worse, as his bites scale very well with Kindred's marks but it's a tossup as to whether Wolf will actually attack a champion or a nearby minion since he cannot be controlled.
** Ivern's Daisy is in the awkward position of being controllable, but having AI that is significantly worse than Tibbers', another pet that can be controlled and was implemented into the game much earlier. Daisy will stop attacking things at random, lumber back and forth for no reason, and miss her skillshots on enemy champions frequently.
* The Flash summoner ability, being an ability that allows a player to instantly move their champion a short distance away to a different spot, is considered to be one of the absolute most powerful summoner abilities in the game, considering the emphasis on positioning and coordination within the game. It can be a get-out-of-jail-free card whenever available on the defensive and make powerful ultimates for champions that demand very proper placement, coordination and positioning to be used at their best be significantly easier to use. While initially going for a complete removal, Riot instead nerfed it so it no longer dodges [[HomingBoulders homing projectiles]] and has a longer cooldown. Outcry stopped... for a while, because people still got tired of entire teams running Flash.

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* Pet units tend to be awkwardly implemented into the game:
** Malzahar's Voidlings. Unlike other champion's pets/clones, they are directly uncontrollable (though they do prioritize certain targets hit by his abilities).
** In a different vein
''League of taking issue with champion pets, Elise's little spider companions while she's in spider form that follow and move around her render hitting Legends'' has had a skillshot that stops when hitting any enemy target upon Elise... rather difficult.
** Yorick's Mist Walkers and Maiden
mighty reputation as one of the Mist have a similar problem. While it's actually usually rather easy to get them to fight specific targets (especially with his E ability), sometimes most-played games in the issue is that you don't ''want'' them to fight and you want them to just stick with you. Of course, this was a deliberate design choice, as Yorick was made specifically to be a strong pusher who has the unique distinction of being able to push two lanes at once.
** Kindred's Wolf is in a similar position but worse, as his bites scale very well with Kindred's marks
world, but it's a tossup as to whether Wolf will actually attack a champion or a nearby minion since he cannot be controlled.
** Ivern's Daisy is in the awkward position of
certainly not perfect, [[ScrappyMechanic and some mechanics have been criticized for being controllable, not as well-done as others]]. Some manage to be eventually patched out and fixed, but having AI that is significantly worse than Tibbers', another pet that can be controlled and was implemented into others remain in the game much earlier. Daisy will stop attacking things at random, lumber back and forth earn notoriety for no reason, and miss her skillshots on enemy champions frequently.
* The Flash summoner ability,
being an ability that allows a player to instantly move their champion a short distance away to a different spot, is considered to be one of the absolute most powerful summoner abilities in the game, considering the emphasis on positioning and coordination within the game. It can be a get-out-of-jail-free card whenever available on the defensive and make powerful ultimates for champions that demand very proper placement, coordination and positioning to be used at their best be significantly easier to use. While initially going for a complete removal, Riot instead nerfed it so it no longer dodges [[HomingBoulders homing projectiles]] and has a longer cooldown. Outcry stopped... for a while, because people still got tired of entire teams running Flash.annoyingly unintuitive or just plain frustrating.

----

!!Universal



** Teemo's mushrooms are abhorred by many players. Fearing stepping on slowing mines which drain your health away over time that are completely invisible is paranoia-inducing, especially when the game's anti-stealth measures aren't really feasible to reveal every brush and corner he could place them in. Stepping on them consecutively can be flat out ''lethal''.
** ARAM has a specific issue in that unlike Summoner's Rift, there are no dedicated trinkets or control wards to detect champions or traps under stealth, and up until preseason 11, the only counter was Oracle's Elixir, a consumable item granting vision but required spending 300 gold and only lasted 3 minutes. Combined with other quirks of the item[[note]]Such as traps (i.e., a deadly Teemo shroom) hidden in a bush only becoming targetable if you, the buffed user, are in the bush itself[[/note]] and the game mode itself[[note]]Due to the map having only one lane and thus no roaming, trap-based champions are allowed to camp and create much denser minefields[[/note]], it's a very awkward means to get value with. A new anti-stealth feature was introduced in preseason 11 by having cannon/super minions detect the invisible in their radius, but this consequently took control away from players, making things unwieldy in a new way.
* Dodge. A percentage chance to have every autoattack against you instead not affect you, it was largely unreliable without stacking up the stat with runes aside from a few niche instances on some champions who naturally had it in their kits (and then it was basically a huge amount of damage reduction against anything which autoattacked majorly, but was easily invalidated by the Sword of the Divine item) due to there being precisely one item which provided the stat (Ninja Tabi, 12% dodge) for a long time after the stat was removed from the Phantom Dancer item while making the item cheaper. The stat has been removed entirely, Ninja Tabi and Sword of the Divine changed (and the Sword was eventually removed altogether), and the only champion that really had it be a key component of their gameplay, Jax, was completely reworked.
* Darius' ultimate. To clarify, it's a single-target nuke that deals a moderate amount of true damage but increases in power with each stack of his passive that his target has. Here's the problem: the cooldown refreshes on a successful kill with the ability. While obviously intended to be for cleanup and quickly eliminating highly dangerous targets that could pose a serious threat to the carry or mage, the ability is, predictably, abused by selfish, kill-obsessed jackasses who care less about actual teamwork and more about their K/D ratio. These people will also do incredibly stupid things to get kills, like using it to kill ONE low-health target surrounded by three high-health champs with large amounts of disables between them and think nothing of it, even having the nerve to mouth off to their team when they get yelled at for it. The biggest problem, however, is that these people will very frequently resort to camping near gold-dependent champs, then flashing in and ulting a low-health target that the other champ was just about to kill, thereby robbing them of much-needed gold and essentially hobbling their team, as a well-fed Darius cannot singlehandedly carry a game, and the people stealing kills will frequently use that gold for GlassCannon builds that will not accomplish anything other than getting them bursted down in seconds. To add insult to injury, these types of players are almost universally extremely rude and abusive to their teammates. There's a reason why Darius is dreaded in pub games: because your teammates will either feed him and make him unmanageable, or a Darius on your team will throw the game for you by way of their egocentric douchebaggery.
** Part of the problem was dealt with, in that the Ultimate was changed so that, while it would still refresh on a successful kill, the player now only had twenty seconds to use the refreshed Ult to try to continue the chain of executions before it went on cooldown anyway. This has made Darius considerably more manageable for everyone involved.
** To matter things worse, with the Juggernaut update, if Darius kills someone with his ultimate, he activates his passive that gives him bonus attack damage (5-200 damage) and every one of his attacks will fully stack Hemorrhage and if he keeps attacking the passive will keep refreshing.
* ''Creep Block''. This is the one thing about ''League of Legends'' that most of its playerbase can agree is annoying, irritating and utterly pointless. To explain: Minions have their own model, and you cannot pass through allied minions. This causes players to lose CS, die to ganks (because they're stuck standing still ''IN THEIR OWN MINIONS'') and all around cause problems for players. And then just to add insult to injury, Hecarim, the champion who is ''built around chasing people down'' had his unit collision ignore removed from his passive. Some players have even gotten so fed up with the creep block issues that they're buying Phantom Dancer ''every'' game, not just on AD champions which it works on, just because of it giving unit collision ignore.
** In update 5.24, Hecarim received a change where he too, would suffer the same type of possible collision (since the collision-ignorance now only applied to one of his abilities), but at the same time the minion pathfinding was reverted until Riot stated they would find a more sure-fire solution.

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** Teemo's mushrooms are abhorred by many players. Fearing stepping on slowing mines which drain your health away over time that are completely invisible is paranoia-inducing, especially when the game's anti-stealth measures aren't really feasible to reveal every brush and corner he could place them in. Stepping on them consecutively can be flat out ''lethal''.
** ARAM has a specific issue in that unlike Summoner's Rift, there are no dedicated trinkets or control wards to detect champions or traps under stealth, and up until preseason 11, the only counter was Oracle's Elixir, a consumable item granting vision but required spending 300 gold and only lasted 3 minutes. Combined with other quirks of the item[[note]]Such as traps (i.e., a deadly Teemo shroom) hidden in a bush only becoming targetable if you, the buffed user, are in the bush itself[[/note]] and the game mode itself[[note]]Due to the map having only one lane and thus no roaming, trap-based champions are allowed to camp and create much denser minefields[[/note]], it's it was a very awkward means to get value with. A new anti-stealth feature was introduced in preseason 11 by having cannon/super minions detect the invisible in their radius, but this consequently took control away from players, making things unwieldy in a new way.
* Dodge. A percentage Dodge, a now-removed stat similar to critical hit chance which granted a percentage-based chance to have every autoattack autoattacks against you instead not affect you, [[NoSell deal no damage]]. Needless to say, it wasn't fun for players to suddenly whiff on what might've been the killing blow just because the RandomNumberGod said so (it wasn't even a direct inverse to crit chance, as even non-critical hits deal ''some'' damage), but it was largely also unreliable without stacking for the user to have it unless they stacked up on the stat with runes aside from a few niche instances on some champions who naturally had it in their kits (and then it was basically a huge amount of damage reduction against anything which autoattacked majorly, but was easily invalidated by and the precise ''one'' item that provided it (Ninja Tabi, boots that granted 12% Dodge). The fact there existed the item Sword of the Divine item) due to there being precisely one item Divine, which provided came with an active buff to ignore Dodge entirely, made the stat (Ninja Tabi, 12% dodge) seem like even more of an unnecessary problem for a long time after the stat everyone involved. Dodge was eventually removed from the Phantom Dancer item while making the item cheaper. The stat has been removed entirely, game by early 2012, with Ninja Tabi and Sword of the Divine changed (and the Sword was eventually reworked (the latter later removed altogether), and the only champion that really champions who had it be a key component of their gameplay, Jax, was completely Dodge interactions (such as Jax and his ''Counter Attack'') were reworked.
* Darius' ultimate. To clarify, it's a single-target nuke Unit collision, more colloquially known as "creep block", an interaction that deals a moderate amount of true damage but increases in power with each stack of his passive that his target has. Here's the problem: the cooldown refreshes on a successful kill with the ability. While obviously intended to be for cleanup and quickly eliminating highly dangerous targets that could pose a serious threat to the carry or mage, the ability is, predictably, abused prevents champions from walking through minions, is considered by selfish, kill-obsessed jackasses who care less about actual teamwork and more about their K/D ratio. These people will also do incredibly stupid things to get kills, like using it to kill ONE low-health target surrounded by three high-health champs with large amounts of disables between them and think nothing of it, even having the nerve to mouth off to their team when they get yelled at for it. The biggest problem, however, is that these people will very frequently resort to camping near gold-dependent champs, then flashing in and ulting a low-health target that the other champ was just about to kill, thereby robbing them of much-needed gold and essentially hobbling their team, as a well-fed Darius cannot singlehandedly carry a game, and the people stealing kills will frequently use that gold for GlassCannon builds that will not accomplish anything other than getting them bursted down in seconds. To add insult to injury, these types of players are almost universally extremely rude and abusive to their teammates. There's a reason why Darius is dreaded in pub games: because your teammates will either feed him and make him unmanageable, or a Darius on your team will throw the game for you by way of their egocentric douchebaggery.
** Part
nearly ''all'' members of the problem was dealt with, in that the Ultimate was changed so that, while it would still refresh on a successful kill, the player now only had twenty seconds to use the refreshed Ult to try to continue the chain of executions before it went on cooldown anyway. This has made Darius considerably more manageable for everyone involved.
** To matter things worse, with the Juggernaut update, if Darius kills someone with his ultimate, he activates his passive that gives him bonus attack damage (5-200 damage) and every one of his attacks will fully stack Hemorrhage and if he keeps attacking the passive will keep refreshing.
* ''Creep Block''. This is the one thing about ''League of Legends'' that most of its
playerbase can agree is annoying, irritating to be annoying and utterly pointless. To explain: Minions [[HitboxDissonance Collision detection can be a very fickle thing]] in ''League'', and the sensation of getting tripped up by crowds of uncontrollable minions (including your own) and potentially costing you a kill (if you're the aggressor) or ''your life'' (if you're being aggressed on) is a terribly unpleasant one. The fact that a handful of champions have their own model, and you cannot pass through allied minions. This causes players passives made to lose CS, die to ganks (because they're stuck standing still ''IN THEIR OWN MINIONS'') and all around cause problems for players. And then just to add insult to injury, Hecarim, the champion who is ''built around chasing people down'' had his directly ''ignore'' unit collision ignore removed from his passive. Some players have even gotten so fed up with the creep block issues indicates that they're buying Phantom Dancer ''every'' game, not just on AD champions Riot does consider it a necessary jank for everyone else to deal with, which it works on, just has remained a controversial decision, to say the least.
* If someone on your team disconnects, either
because of it giving unit collision ignore.
** In update 5.24, Hecarim received
connection issues or simply because they RageQuit, you're basically screwed. You can only win a change where he too, would suffer game 4v5 if your opponents are outright terrible, or your team starts snowballing a carry incredibly quickly and you rip through them before they can overwhelm you with attrition, but in most circumstances, you are effectively ''guaranteed'' to lose because they can simply control more of the map than you possibly can, which, if you're in a ranked game, also means you'll lose LP just the same as if you'd lost fair and square. Adding insult to injury is that a leaving player is not grounds for you to leave as well -- if you attempt to, you'll be penalized just as much, meaning that outside of an early surrender, you'll have to waste several minutes playing a slow, dead game because of something that's not your fault. Riot has been notoriously slow on enabling forgiveness for this issue -- 2016 saw the earliest one can call a surrender vote moved from 20 minutes to 15 (and even then, a pre-20 minute vote has to be unanimous), and it wasn't until 2022 for surrender votes on teams with disconnected players to be moved to 3 minutes.
** Some of the issue for ranked games in specific were dampened a bit with the introduction of "remakes", allowing teams with an AFK player an early vote to surrender for a stalemate state, where aside from the penalized leaver, neither team wins or loses any LP. This unfortunately still has several caveats, such as only accounting for games where players are entirely disconnected (meaning {{Griefer}}s hanging out at the fountain and not participating prevent the feature from being used), still requiring an arbitrary 3 minutes before a remake can be called even under ideal conditions, and disabling the option entirely if someone in the game dies (meaning if a teammate gave first blood before your AFK player was deemed officially disconnected before the 3 minute mark, you're back to "dead game" territory again).
* Autofill -- a practice where the game assigns players to roles outside of their 2 preferred picks -- is near-universally loathed by the fanbase. Riot considers autofill a necessary evil that has to exist in some capacity to deal with potentially long matchmaking queue times, but players find it really messy since almost no players are good at every role that they might be randomly placed in, which can lead to more arbitrary losses (and to some degree, invalidates the point of having a ranked role-based matchmaking system to begin with), and it's especially uncomfortable for those who simply don't own champions for their autofilled role to play with, forcing them to either learn free-rotation champions on the fly or bust out an unconventional, usually-unadvisable pick. Riot has gradually tried to lessen the burden of autofill through some areas ([[AntiFrustrationFeatures such as disabling autofill on promotional games]] and trying to matchmake teams with autofilled players against other teams with autofilled players, keeping them in a similar boat), but as long as it remains, complaints exist.
* Eternals became widely criticized the moment they were announced, and even following a several-month delay to supposedly rectify its flaws before their actual implementation, the biggest one still remained: it's ''League'''s AchievementSystem, [[{{Microtransactions}} but it has to be purchased, mostly through real money.]] While it's ultimately just a new
type of possible collision (since cosmetic and thus isn't strictly necessary, the collision-ignorance now only applied to fact that such a system exists but is tucked away by a paywall[[note]]Starter packs are available for BE instead of RP, but how much of a consolation this is depends on who you ask[[/note]] is greatly reviled as one of Riot's most egregiously blatant cashgrabs, not helped by [[CrackIsCheaper how high the prices of each pack can rack up.]]

!!Champion-Specific
* Pet units tend to be awkwardly implemented into the game:
** Malzahar's Voidlings. Unlike other champion's pets/clones, they are directly uncontrollable (though they do prioritize certain targets hit by
his abilities), abilities).
** In a different vein of taking issue with champion pets, Elise's little spider companions while she's in spider form that follow and move around her render hitting a skillshot that stops when hitting any enemy target upon Elise... rather difficult.
** Yorick's Mist Walkers and Maiden of the Mist have a similar problem. While it's actually usually rather easy to get them to fight specific targets (especially with his E ability), sometimes the issue is that you don't ''want'' them to fight and you want them to just stick with you. Of course, this was a deliberate design choice, as Yorick was made specifically to be a strong pusher who has the unique distinction of being able to push two lanes at once.
** Kindred's Wolf is in a similar position
but at the same time the worse, as his bites scale very well with Kindred's marks but it's a tossup as to whether Wolf will actually attack a champion or a nearby minion pathfinding since he cannot be controlled.
** Ivern's Daisy is in the awkward position of being controllable, but having AI that is significantly worse than Tibbers', another pet that can be controlled and
was reverted until Riot stated they would find a more sure-fire solution.implemented into the game much earlier. Daisy will stop attacking things at random, lumber back and forth for no reason, and miss her skillshots on enemy champions frequently.



* If someone on your team disconnects, either because of connection issues or simply because they RageQuit, you're basically screwed. You can only win a game 4v5 if your opponents are outright terrible, or your team starts snowballing a carry incredibly quickly and you rip through them before they can overwhelm you with attrition- in most circumstances you are effectively ''guaranteed'' to lose because they can simply control more of the map than you possibly can. And Riot ''flatly refuses'' to do ''anything'' to soften the blow- you still have to play the game out to its pointless and inevitable end (if you just give up and leave as well ''you'll'' be penalized just as much as the original leaver) and if this happens in a ranked game, you'll still lose LP just the same as if you'd lost fair and square. ''VideoGame/Dota2'' found a solution to this issue ''years'' ago (if a player is disconnected for more than 5 minutes then any of their teammates can also leave the game whenever they want without being penalized and the game won't count against them regardless; plus if this happens in the first 5 minutes of the game the entire match is cancelled) but as far as Riot's concerned, a player leaving isn't a problem on ''their'' end, but on the player's, so as long as they punish leavers, they're doing their job, no matter how many innocents get screwed over by the disconnects and rage quits in the meantime. It's not their fault, so it's not their problem.
** Thankfully lessened with the [[AuthorsSavingThrow remake feature]]. However it's still a big problem as you can only remake games where someone has been disconnected or AFK for a full 90 seconds before the 3-minute mark and never after that, and you can't remake if one of your teammates dies before the leaver ragequits, to prevent teams from bullying someone who gives up an early first blood into quitting so they can start over.



* Autofill is near-universally ''loathed'' by the fanbase. In order to combat extremely long queue times for games as a result of some players not picking particular roles as much as others (mainly supports), Riot implemented an autofill system that automatically fits you into a role different to your 2 preferred picks if the queue takes too much time in Dynamic Queue mid-2016, then in ''all'' queues late-2016. This is extremely problematic because 1) almost no players are good at every role that they might be randomly placed in, which can lead to more losses, (which can be especially damning in Ranked since you could be a Diamond-level marksman but a Silver-level jungler that you might have to play as, which entirely invalidates the point of having a Ranked, equal-skill-level matchmaking system in the first place) and 2) due to the previously-mentioned IP-gating, some players don't have access to the champions or runes for their randomly-assigned roles, meaning that a jungle main might have no real resources to play a marksman, thus requiring them to have to dodge or make an unconventional, unadvisable, and often worthless trollpick, [[MortonsFork either of which heavily punish the player.]] As a result, queue dodging, troll picks, and overall toxicity has increased up the wazoo, which is especially tragic since due to the amount of queue dodges, [[ShaggyDogStory queues times have remained virtually unchanged.]]
* Eternals became widely criticized the moment they were announced, and even following a several-month delay to supposedly rectify its flaws before their actual implementation, the biggest one still remained: it's ''League'''s AchievementSystem, ''[[{{Microtransactions}} but it has to be purchased, mostly through real money.]]'' While it's ultimately just a new type of cosmetic and thus isn't strictly necessary, the fact that such a system exists but is tucked away by a paywall[[note]]Starter packs are available for BE instead of RP, but how much of a consolation this is depends on who you ask[[/note]] is greatly reviled as one of Riot's most egregiously blatant cashgrabs, not helped by [[CrackIsCheaper how high the prices of each pack can rack up.]]

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* Autofill is near-universally ''loathed'' by the fanbase. In order to combat extremely long queue times for games as a result of some players not picking particular roles as much as others (mainly supports), Riot implemented an autofill system that automatically fits you into a role different to your 2 preferred picks if the queue takes too much time in Dynamic Queue mid-2016, then in ''all'' queues late-2016. This is extremely problematic because 1) almost no players are good at every role that they might be randomly placed in, which can lead to more losses, (which can be especially damning in Ranked since you could be a Diamond-level marksman but a Silver-level jungler that you might have to play as, which entirely invalidates the point of having a Ranked, equal-skill-level matchmaking system in the first place) and 2) due to the previously-mentioned IP-gating, some players don't have access to the champions or runes for their randomly-assigned roles, meaning that a jungle main might have no real resources to play a marksman, thus requiring them to have to dodge or make an unconventional, unadvisable, and often worthless trollpick, [[MortonsFork either of which heavily punish the player.]] As a result, queue dodging, troll picks, and overall toxicity has increased up the wazoo, which is especially tragic since due to the amount of queue dodges, [[ShaggyDogStory queues times have remained virtually unchanged.]]
* Eternals became widely criticized the moment they were announced, and even following a several-month delay to supposedly rectify its flaws before their actual implementation, the biggest one still remained: it's ''League'''s AchievementSystem, ''[[{{Microtransactions}} but it has to be purchased, mostly through real money.]]'' While it's ultimately just a new type of cosmetic and thus isn't strictly necessary, the fact that such a system exists but is tucked away by a paywall[[note]]Starter packs are available for BE instead of RP, but how much of a consolation this is depends on who you ask[[/note]] is greatly reviled as one of Riot's most egregiously blatant cashgrabs, not helped by [[CrackIsCheaper how high the prices of each pack can rack up.]]
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That addition to Eternals isn't really relevant to the flaws of the mechanic itself.


* Stealth is considered one of the most unhealthy aspects of the game since it makes champions who possess it really, really annoying to fight against. Planning and vision goes out the window when a specific champion with a stealthing mechanic instantly nullifies them, letting them go in undetected, bursting down their target and running off (even worse when you keep in mind it's typically found on [[LightningBruiser assassins who usually have an escape option in their kit to easily do that]]). While they can technically be countered by using true sight from pink wards or red trinkets, it's been unanimously agreed that having bought a certain item rather than having some window of mechanical counterplay to dance around is a terrible method of countering, but Riot hasn't been able to find an effective stealth revision in years. While some champions reliant on stealth such as Twitch, Rengar and ''especially'' Evelynn have gone through ups and downs, it seems that until a proper solution is found, stealth will always be a problem. There has been a confirmed stealth rework to be released around late Season 6-early Season 7 alongside the assassins rework, but only time will tell if it manages to rid stealth of its problems.

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* Stealth is considered one of the most unhealthy aspects of the game since it makes champions who possess it really, really annoying to fight against. Planning and vision goes out the window when a specific champion with a stealthing mechanic instantly nullifies them, letting them go in undetected, bursting down their target and running off (even worse when you keep in mind it's typically found on [[LightningBruiser assassins who usually have an escape option in their kit to easily do that]]). While they can technically be countered by using true sight from pink wards or red trinkets, it's been unanimously agreed that having bought a certain item rather than having some window of mechanical counterplay reworks to dance around is a terrible method of countering, but Riot hasn't been able to find an effective stealth revision in years. While behavior and item counters have been implemented to make it slightly more palatable, some champions reliant on stealth such as Twitch, Rengar and ''especially'' Evelynn have gone through ups and downs, downs as a result of it seems that until being really difficult to find a proper mutually fair solution is found, stealth will always be a problem. There has been a confirmed stealth rework to be released around late Season 6-early Season 7 alongside the assassins rework, but only time will tell if it manages to rid stealth of its problems.to.



** ARAM has a specific issue in that unlike Summoner's Rift, there are no dedicated trinkets or control wards to detect champions or traps under stealth, and up until preseason 11, the only counter was Oracle's Elixir, a consumable item granting vision but required spending 300 gold and only lasted 3 minutes. Combined with other quirks of the item[[note]]Such as traps (i.e., a deadly Teemo shroom) hidden in a bush only becoming targetable if you, the buffed user, are in the bush itself[[/note]] and the game mode itself[[note]]Due to the map having only one lane and thus no roaming, trap-based champions are allowed to camp and create much denser minefields[[/note]], it's a very awkward means to get value with. A new anti-stealth feature was introduced in preseason 11 by having cannon/super minions detect the invisible in their radius, but this consequently took control away from players, making things unwieldy in a new way.



* Eternals became widely criticized the moment they were announced, and even following a several-month delay to supposedly rectify its flaws before their actual implementation, the biggest one still remained: it's ''League'''s AchievementSystem, ''[[{{Microtransactions}} but it has to be purchased, mostly through real money.]]'' While it's ultimately just a new type of cosmetic and thus isn't strictly necessary, the fact that such a system exists but is tucked away by a paywall[[note]]Starter packs are available for BE instead of RP, but how much of a consolation this is depends on who you ask[[/note]] is greatly reviled as one of Riot's most egregiously blatant cashgrabs, not helped by [[CrackIsCheaper how high the prices of each pack can rack up.]]
** What ''really'' rubbed salt into the wound is that players had been requesting Riot add an AchievementSystem to the game for nigh on ''ten years,'' while Riot prevaricated around the issue by claiming they didn't want to encourage people to focus more on farming their achievements than winning games. So when they finally, ''finally'' revealed Eternals, the revelation that they would paid-only generated ''massive'' amounts of outrage... which Riot hummed and hawed over for a few months before proceeding to basically completely ignore.

to:

* Eternals became widely criticized the moment they were announced, and even following a several-month delay to supposedly rectify its flaws before their actual implementation, the biggest one still remained: it's ''League'''s AchievementSystem, ''[[{{Microtransactions}} but it has to be purchased, mostly through real money.]]'' While it's ultimately just a new type of cosmetic and thus isn't strictly necessary, the fact that such a system exists but is tucked away by a paywall[[note]]Starter packs are available for BE instead of RP, but how much of a consolation this is depends on who you ask[[/note]] is greatly reviled as one of Riot's most egregiously blatant cashgrabs, not helped by [[CrackIsCheaper how high the prices of each pack can rack up.]]
** What ''really'' rubbed salt into the wound is that players had been requesting Riot add an AchievementSystem to the game for nigh on ''ten years,'' while Riot prevaricated around the issue by claiming they didn't want to encourage people to focus more on farming their achievements than winning games. So when they finally, ''finally'' revealed Eternals, the revelation that they would paid-only generated ''massive'' amounts of outrage... which Riot hummed and hawed over for a few months before proceeding to basically completely ignore.
]]

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