If a game is balanced and fun for the highest level of play, its balanced for every other level of play.
Here is an amazing video on the subject
This seems, awfully ideal. The take of the video that is. The is no guarantee that the balance will keep in mind the mid and low tier players and his assumption about the bell curve supposes that the "casual" high tier players are close to the level of esports pros, they are definitely not.The gap in skill between a "newbie"/upstart pro and a veteran pro is ,in most games, larger than the gap between the lowest tier players and upstarts pro. So when balancing for the competitive level you are balancing for the less than 1% of your playerbase. I do agree that, if the devs keep in mind that there casual players out there, and take into account their feedback as well when balancing, and they make smart choices, it might lead to a better experience.
My experience comes, however, from LoL, and you might think that since it's still growing all is good, but I know some 30 people that used to play, all having started before 2015. Since the full acquisition of Riot Games by Tencent in ''15, and even earlier since they already owned stocks there, there have been a focus on teamplay, decision making and team composition, with teams that can choose champions that synergise well with each other dominating even when the opposing team is on average better skill-wise.
The only people that could reliably use all the existing synergies, plays and counter-plays in a way that made me think the game was enjoyable, were those pro ones, at the tournaments and some of the guys in challenger and master tiers (tiers for essentially the want-to-be-pros, numbering a few hundred people out the millions of each server). For the rest of the community, trying to replicate what we saw in tournaments, was not feasible,we were usually complete strangers, with nowhere near the mechanics (speed and accuracy of move execution and ability -the champion's- casting), with much less knowledge about what to do when, how and why. End result, the game slowly moved away from what made it fun for me and those 30 people I mentioned. With every patch that focused more on teamplay, the potential contribution of the individuals was taken away, after a certain point, we were no longer able to infuence the outcome.
In a game where you are 1/5 people in you team and still being unable to change the outcome in most cases, is not fun, it's not to be replicated. And despite the success of the brand, I feel justified in that at least I'm right that the game used to be fun for us older players, but it changed and no longer was for us since we knew how it had been. Newer players, still find joy in it, because they don't have the experience of what it used to be, thus unable to make the comparison.
So I will always want to put the average player before the pro, and I feel it's easier since the game has at least some realism tied to it. My suggestions, seem to me, to be a compromise between realism and game restrictions and balance.