Talk:Kalista/@comment-25562166-20150312012600/@comment-6281696-20150314180214

That philosophy to roles and restrictions is why LoL (and a lot of pvp focussed videogames for that matter) are such a mess in terms of balance. Instead of designing pieces/characters/items/units by giving them strengths and more importantly, restrictions, so they fit certain roles/archetypes they insist on essentially allowing everything to fill every role, thus resulting in noone filling any role as everyone just abuses the hell out of whatever happens to be best approach to avoid failure. Resulting in a never-ending arms-race to the be the best at abusing a mechanic.

One of the best examples being flash, on 99% of the championbase the spell absolutly does not fit in their kit and has no synergy to speak of. However, the spell provides unristricted instant movement without any option whatsoever to counter this by say blocking a path, or catching someone midway. As such it just begs to be abused whenever a player needs to move that final distance or has finally been outmanouvered and caught in a dead-end. Hence nearly everyone and their mother uses it. And instead of viewing this as a problem it's heralded as a playmaker, claiming that dodging, or initiaiting, an attack with what in the vast majority of cases is essentially a get-out-of-jail-for-free card somehow requires tremendous skill.

O and for clarity, this doesn't mean that everthing has to only be viable in a certain role/condition, far from it. I'm just saying that without restrictions, being it physics restricting movement, itemsets stopping you from wielding a giant claymore and a shield at the same time, or the warrior not being able to cast powerfull spells, you won't ever get a balanced and truly interesting game.