Blue Essence
Blue essence math by riot assumes a couple things
- You play twice a day
- If you play twice a day, you'll get your first win bonus
- if 1 and 2 are true then blue essence/ip gains are virtually the same
But what Riot didn't take into account is that there's a 25% chance that both games you play that day are both losses. So across 8 games, for example, you're winning 3 ( not 4 ) and losing about 514~ exp over that time, making riots estimate off by about 14%. So yea, you are earning BE/IP at a slower rate than before. To make matters worse, you can't even reroll your shards anymore and disenchanting feels bad because it gives such little BE.
The BE system also sucks because if you're off by a small amount of BE for a champion you want, you have to play 10-12 games just to get that extra amount. A problem easily fixed by making it so first win of the day gives bonus exp AND some BE. First win of the day also needs to reset at the same time every day, the way it is currently is so outdated and cumbersome.
Catch Up EXP
Riot removed catch up exp because it was making snowballing easier for the team that was already ahead, but removing it made the problem worse. This affects supports the most, who don't want to be going around the map trying to soak up waves to catch up their exp. The good part about the old system was that it encouraged you to roam a bit more, knowing that if you were behind and left your lane to ward/clear vision/help fight for buffs/help with ganks, that you wouldn't be 2-3 levels behind everyone else.
The problem of being seemingly permanently behind, once you get behind, is compounded by two things:
- Shorter overall game length = less time to catch up
- The insane amounts of damage going out from every role means being behind is even more punishing
**Runes Reforged **
I'm going to avoid speaking about the balance of these changes due to it being very early in the pre season and Riot has admitted it has a lot of tuning to do.
The Runes Reforged system is actually leading to meaningful and impactful choices for players and this is the best part. It's no longer a matter of taking armor or MR runes in the mid depending on your match up, now you're making 2-3 meaningful choices about your build depending on what you want to do, your playstyle, who you're playing against, at which points in the game you want to excel at. I think the system is overall well done, but it isn't without its issues.
Snowballing
Snowballing has, without a doubt, gotten much worse and it is much harder to stop. This has a lot to do with exp catch up ( or lack there of ), supper efficient damage items combined with some clearly absurd runes. I don't have the numbers, but games are ending faster by as much as ~10 minutes. The junglers are all building damage, the top laners are all building damage, the most abusive mid laners atm are all assassins, and ofc ADCs got buffed with these changes. All of this is just made worse by having turrets that grant huge advantages yet are near useless. The reward for taking down a turret needs to be lower if turrets are going to fall this easily. The better option of course, is to buff turrets to help with the damage spike.
That's pretty much all the outstanding issues I have noticed.