Things That Will Make Me Come Back as a Season 1 Player!
Not quite as long as one might think! We want team-based strategy in the game, and changes like these will bring us back to the game we love. Coming from someone who has also played hundreds of games during season 8.
1.) Removal of First Blood Tower.
This is no longer a necessary mechanic as killing a tower is its own reward at all stages of the game, not to mention incredibly easy.
2.) Taking runes from the Inspiration tree grants flat armor/MR instead of double the stats of the other tree taken.
The most petty change on this list, granted, but literally zero resistances being available at the start of the game is irking when there is so much damage and I'll be darned if there isn't a single form of bonus base resistance in the game whatsoever. Imo preferrably 5 armor and 6 MR, which is exactly what two particular Resolve runes used to offer before they were removed and works well with the scaling hp from Resolve instead of just increasing it to 300 which has been exceptionally terrible.
3.) All of the items with burst passives gain a significant amount of defensive stats and lose a significant amount of their offensive stats so that they are never overpowered.
In order to be kept in check, certain items could seriously use some armor or MR in place of their raw AD - particularly those with burst passives. It would remove their current 'brainless purchase' status as defensive stats aren't always valued in this meta and other items will then be just as good if not better for dps or waveclear.
4.) Be working on certain champions everyone and their mothers know are problematic.
Certain champions could use some changes as their kits are 100% raw damage and mobility, despite what their CC says. Allies don't care about their CC as they'll kill the victim on their own if it hits. How many champions did I describe just then? And yet didn't a certain someone just get a buff to their ult damage which they can only activate during their own (and other certain champions') CC, basically turning it into a long-range AoE execution ult? Certainly they did.
5.) Conqueror grants some %damage reduction and %bonus healing instead of at least half of its ludicrous amount of %true damage.
Seriously - no keystone imaginable deserves to give 20% true damage alongside that much base AD. If the true damage were 10% instead and had 5% damage reduction coupled with 5% healing effectiveness to compensate, I and many others who frequent top lane would be very content with it (and against it as well). Those numbers aren't set in stone, though; if you wanted to get artsy you could choose 7% true damage and resistances and 7% bonus healing. Regardless it is currently way too good at turning melees into the problematic champions I mentioned in 4 and is even run on the aforementioned problematic champions in order to make them exponentially more problematic.
Some honorable mentions that will earn you points in the long run:
Just ranting 1.) Dark Harvest should heal. Why doesn't a keystone with the word "Harvest" in it heal? It can afford to lose some damage to make room for it anyway. Also, if it were a big enough burst of healing it would encourage assassins to dive champions more often lategame despite being at mid/low health, rather than discourage them from trying entirely.
Just ranting 2.) Scuttle should have less health and give less gold. Let us kill this walking ward and get on with our lives.