League sparks me of the only problem of data-driven choices is that it falls into the space of how good the company is at interpreting data.

I am still bitter on them removing Hunter's Potion "because it was a loosers' item" when the problem was it only catered to an already losing crowd (tanks)
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League specific problem is how they only view data through the lense of every player and every character, every item and every rune needs to win 50% of their matches or it's not balanced.
Which is one of the most insane approaches to data in a random matchmaking of 5v5 people environment.
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Day late reply sorry for the devs actually don't intend to balance all items, runes and champs at 50% WR. Due to variables like character agency, context for when x thing is purchased, and things like pick/ban rate... they use more of an 'acceptable band'. 1/2
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