Talk:Lee Sin/@comment-7007348-20140425235942/@comment-5955640-20140426003452

Difficulty in that the ease of playing and mastering the champ for both new and old players and people who are and aren't familar with the MOBA genre is a has somewhat of a large series of variables at work.

The most arguable aspect of whether or not a champion is difficult to play is in the rarity of their use. However the hardness could just be somewhat insurmountable limitation that's put in to make what will eventually become a very easy champ to play if you get past that walll.

Another element is micromanagement and the application and use of skills, spells, and abilities. Typically it's harder to use the mouse to select the spells you want to cast but smart casting will make it easier for you but you'll have to learn how smart cast will translate for a spell.

Are there other objects you need to fiddle with. Do you need to command a pet? in what matter do you chain your spells together.

The third aspect is the diffculty in countering the champion that you are playing as. How many openings does the champ have to exploit in comparison to their weakness. Can you buy an item to counter a single spell or the whole play style? On that note. How many play styles can that champ have?

Lastly. What sort of build do you need to be the most effective in the largest possible range of situations? Some core items are harder to obtain than others. The nessacity of building them could hamper you if you do or don't rush them. Versatility is good. But what if you have so many options that you can't actually optimize on any one thing and make yourself a 100 percent effective (hybrid dilemna).

With all that in mind lets go back and compile the data on what would be a difficult champ:

High to decent win rate but a low pick and ban rate.

Is NOT artificially hard through simple barriers players can not easily overcome in early game (mana issues).

Requires great aim or meticilous placement with the spells.

Has a fair amount of counters BUT said counters are not so hard that you can't outplay them with skill.

Requires only one or two items to have a core kit set out. Said one or two have to be less than the cost of Trinity Force and it certainly can't be Trinity Force (out of techicaility as Trinity Force has so much in it that it's always fairly strong even though it's not the best item to wear bar none) itself.

And it's difficulty bar has to be equal to or greater than the number 7. Don't look at me like that. It has to count under certain circumstances I'm counting all the variables here!