Despite some time already passed and Riot made noticeable changes every season since then. Dunkey video's still prevalent today.
Let's take a look at some points He made:
-Deathtimers too short.
Definitely, an early kill feels like pretty mild advantage if u end up low of HP and port back to base in order to fully recover, losing roughly the same lane presence than your opponent lose when died. Thus you end up with 300g extra but some enemy minions pushing your lane went to waste. And your opponent paid little consequences for dying early, He pretty much will be returning back to lane before you, because the early game deathtimer is (7,5 +current level) sec.
Of course, champions designed to shine upon early to mid game (assassins and offensive leaning bruisers)would thrive since any minor advantage contributes to feed up their snowball effect scaling. But since death timers are so low; you need to be pretty efficient with the time you earned by playing aggressively and risky, otherwise this advantage will mean nothing after late game. Punishment for dying during early game is not nearly as harsh as late game (after 35 min), where most assassins and aggressive bruiser lose their oomph and die like flies against marksmen and tanks that only needed to farm near tower nice and safely during the entire game until their powerspikes kick in.
TLDR. Because of low death timers during first 25 minutes,Early-mid game champions have to work their asses harder than late game champs to ensure a victory. You have to be really good compared to the other ppl to carry a game with an early-mid game champion against foes with a functioning brain. Against autism, you'll get so fed without much effort given you know what ur doing and It'll not matter whether your enemy are around or not because you can just one shot them and keep ding another stuff.
These are also often champs with flashy animu movesets and high outplay capabilities, thus they are the favorite choices of streamers to cater on the biggest lol audience available.
-Bounty system punishes for doing good.
The more champions you kill, the more you worth in gold when you get killed. And the more you get killed without doing anything, the less you worth in money. So, taking objectives and farming is far more rewarding than getting kills. It only really happens at higher level of ranking matchmaking though, regular games usually are just retardo festivals of teams dying over and over and one or two champs snowballin' because of that.
- Terrible turrets.
Previous seasons, being near a tier 2 turret gave you a protecting shield. This made turrets harder to siege and dive.
- Ranking system doesn't work at all.
It was a common complaint long ago, that people usually got paired up with people far higher or below their current matchmaking rating (MMR). Means there was a good chance you'll end up with a keyboard mashing Ape as teammate instead of someone similar in skill. The opposite is also true though.