Talk:Lee Sin/@comment-24090662-20141118021412/@comment-1330314-20141118025408

I think it's a common misconception that Lee Sin is overpowered. He isn't a popular competitive pick because he's overtuned, and his problems don't come from his abilities being too strong. Though his kit has issues, he's balanced around the mechanics he currently has. I also disagree that he needs to have components like his Q execute or ward jumping removed: ward jumping is an expression of skill that is costly to Lee Sin (, by contrast, has a free dash and shield that isn't as hard or costly to perform, and the shield scales better into the late game), and one I think is criticized excessively. Q2's execute allows him to jungle and, again, allows him to express skill by timing his Q right. His ultimate is his primary contribution to any fight, and nerfing it would just make him less popular without actually solving any of his flaws.

The problem here is that you're targeting Lee Sin's flashy play potential when it's the last thing you should be trying to nerf or remove on him. Lee Sin is one of the most popular champions in the game precisely because of his flashy plays, and those plays he makes are not only fun to watch, but are also healthy in themselves. There's nothing wrong in particular with an execute or a ward dash, for example, especially as you can play around either.

If there was anything you'd have to remove from Lee Sin, it would have to be the stuff that makes him powerful without contributing to his flashiness: do his abilities really need to remove invisibility? Does he really need sustain when he has a shield, two dashes and a kick? Does he really need an autoattack steroid when his power is focused on his spells? You're right that Lee Sin has a weakness, and his kit is overloaded, but it's his less visible power that would have to go, not what makes him unique and popular. Even so, removing so much on him would also likely warrant buffs to his remaining abilities: currently, Lee Sin's main form of balancing is that his abilities, while overwhelmingly strong early, scale poorly into the late game (though his raw utility doesn't fall off). If you were to remove his overload and give him a clear weakness, that would also warrant buffs to his late-game scaling.