No offense, I'm not trying to talk down to you or anything or act elitist here. I took a look at your summoner profile and you're not level 30 yet, and what that tells me is that a lot of what I have to say next might just go over your head until you've played the game for long enough for you to realize that Riot is going to eventually kill everything you love.
I guess I can't really speak from a new player's experience after all but from my standpoint I just think the game is needlessly cluttered and I would think (but could be wrong) that it makes it more difficult for newer players to understand. The game feels very convoluted today was what I was really getting at. Most of this is just
"boo hoo the game is different now".
You have to understand, at one point League of Legends was the laughingstock kusoge of a yet-nonexistent genre consisting practically solely of LoL and Dota (and HoN, which was basically Dota, and any other WC3 mods that weren't stupidly popular). While the biggest criticism against LoL was that it was simplistic this was also its greatest strength. Champions felt unique and distinct from each other, and the poor slipshod design of the game engine and characters allowed for some hilariously broken shit to happen in game, but that was part of it. As the game left beta and became popular in a competitive sense it never fixed any of its problems (such as the idiotic noob trap Summoner Rune system, the fact that there is no reason not to choose Flash as a Summoner spell) and instead just kept adding
more.
There's a lot I want to say about this but having been away from the game for a long time I'm struggling to bring up specific historic examples to illustrate my point. What I was getting at is the true nature of a match of League of Legends has become obscured by a bunch of auxiliary mechanics and the experience is no longer focused like it used to be. Instead of there just being a handful of champions with temporary invulnerability OR revival and this being the core gimmick of that champ's design, we now have champions that can do BOTH (cough Aatrox) and from an objective standpoint some champions have more utility in
one ability than old champion designs used to have in
four. Feature bloat where one catch-all ability can be used for a dozen different situations and champions are no longer specialized (and as a result are more self-sufficient, and thus teamwork in terms of individual contribution is less important).
At one point Rammus' taunt lasted like 5 seconds whereas now it lasts like 2 and so does every other taunt in the game.
At one point Pantheon could ult into the opposing team's fountain from his team's own fountain. At one point support heals were actually useful and there was a huge difference between a champ suited for lane sustain and a champ suited for clutch heals. You used to be able to scale most abilities as a function of
both Attack Damage and Ability Power, so you could choose from a wider variety of item builds, even if they were inefficient. This actually changes the nature of the game dramatically and as such the way the game plays today is largely different from how it used to play when LoL was still more widely regarded as janky kusoge for raging losers who can't Starcraft.
What I want to highlight is this: Back then, roles such as "Fighter", "Tank", "Mage" etc.
did not exist and were mainly informal terminology used by fans to describe certain aspects of a champion's gameplay design. But it was a very fluid language that was meant to reflect how the game currently played and
not the other way around. At one point Riot swore that they would never prescribe to a set "meta", and it was great. Champions were just champions and you had more freedom to play in a lot of creative, surprising ways to varying degrees of effectiveness, but most importantly a good enough player could make a shitty build look good. As the years went on Riot gave in and decided to cement the solo top, solo mid, aggressive ganking jungle/counter-jungle, support + adc bot lane meta that is the most common and most effective today. Years ago they didn't have to do this, because if you wanted to circumvent the meta there were a few specific compositions that could do that. These days pretty much any champion can do anything and there are so many champions that you can make almost any team comp work, but in general one player is always going to have to give up last hits in the bot lane to feed the carry (aggressive repurposed supports like Zyra or Orianna), the jungler is always expected to get their farm either entirely from the jungle or from ganks, and the solo top usually doesn't care what happens until late game. Bot lane is duo because dragon is more important early game than Baron, and there are no surprises
like the entire team using Rally to take down the first Mid tower before the minions even spawn.
Back then you could still use wards to spell out obscene messages. Now you can only place a max of 3 on the entire map and your team is expected to ward as well... even though they don't anyway because 80% of the player population still consists of egotistical yoloqers who think k/d is more important than killing Nexus or helping a teammate.
All of the champions are the same now and the way items work is a large part of it. Every champion has a skill shot. Every champion has mobility. Every champion has AoE. Every champion has some sort of stacking self-buff. Every champion has sustain and every champion has CC. Every champion can be tanky, every champion can deal crazy damage, every champion has DoT or teleport or clone, etc. The only real reason to pick a certain champion over another is because you simply prefer their abilities in that moment. This is of course an exaggeration but compared to how champions used to be designed I'd argue it's largely true. Riot nerfed champions that were unique and now champion design is mostly variations on the same kind of gameplay.