Hey, appreciate you engaging, although in their defense the people may be right and there may be limited utility in doing so in my case. I feel like frequently the things that I enjoy just aren't the things that League is targeting anymore. It could also be that I've just been playing too long, but here we go...
It feels like League is creating more ways to engage with a smaller number of people (I get in Arena you and a friend can hop on and you only need two, not five, so you can get your squad together easier) but I feel like that reduces some of the volatility that is required to keep the game balanced on a macro level and reduce the amount of a solved problem that it is. When you reduce the number of champs, it reduces the volatility, and you need to introduce it somewhere else otherwise it just becomes blackjack and you're playing the .5% favorability between the few meta comps.
However, increasing volatility through more different choices by other players feels like depth, but when you increase it by RNG it just feels like it takes agency away from me as a player. I'd mostly switched from League to TFT and they also have this similar problem with augments, which they use as a sop to not have to actually dive as deep into balance as they would otherwise. An element of uncontrollable external RNG definitely does throw a wrench in the works but it always feels crappy and bad to me as a player.
Yes, maybe this person got S tier augment that was perfect for their comp and I got this C tier one that doesn't do much, but I should outskill it! That works fine when a mode first releases, but this is the internet, everyone is using companion tools to tell them the meta, everyone is on mobalytics, the mathematically correct solution will be devised, and then it isn't actually increasing volatility at all, for the majority of the players, it just becomes a game of who can pick out the best augments of what they are given (or more realistically, who highrolls the most) instead of about making meaningful choices.
I feel like League modes which rely on fewer players always suffer for this reason. Dominion didn't get stagnant just because of the map, the reduced body count just makes some people harder to deal with.
All of which is a long winded way of getting around to I'd prefer a game mode with more people working in tandem and a larger requirement for them to communicate and work together across distances with limited information, but it feels like the design of League has instead moved to less communication and smaller team sizes and a focus on the in the moment twitch gaming, tracing the highs of an FPS. Problem is I can't headshot someone in league, I can't demonstrate that twitch skill in the same way, and so it isn't ever going to hit that exact same note, and chasing it pushes the game in a way I find less enjoyable.
Thanks for asking!