My thoughts about League's present state
I'm presently a gold 5 player and started playing in season 5 (stopped playing until late season 5 to the start of season 6 initially with a different account). The talk about League's current state has interested me and I wanted to present my take and possible "solutions" albeit me being a goddamn amateur. There are certain things that I see people talk about consistently on the boards as of late (e.g. adc items are cheap, top lane is in a bad spot right now, and significant power to junglers and supports along with games becoming snowbally). And so I wanted to give my thoughts on how to fix (maybe?) them.
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Bruisers are in a bad spot With Fervor of Battle leaving at the release of the new runes, bruisers became relatively weak. My concept of a bruiser is to be both reliable sources of a damage and tankiness. But as of right now, bruisers are crippled in a way. For instance, Press the Attack is what I take as the substitute for Fervor. The thing is though is that it doesn't give the damage to win extended trade against tanks. Sure you can deal more damage after procing it but it means nothing if the trade leaves you disadvantageous trying to set it up. Fervor, on the other hand, was on demand and gave the damage bruisers need to have an advantage in an extended trade. What I propose is to instill a new rune or rework Press the Attack to act like, or in a concept of Fervor.
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ADC itemization is too cheap As of right now, a BF Sword cost 1300, and a Zeal cost 1200. These items alone gives a significant amount of stats but that's another thing. A zeal item: Rapidfire, Shiv, Runaans, PD, is overtuned in my opinion. People say that they don't need movespeed and have too much waveclear for example Shiv. Shiv can clear the caster minion line because of its weakness, and can kill 2 or 3 of the caster when the attack crits. I'm ok with Shiv being a waveclear item but it's another thing fighting another player. A good deal amount of damage can be dealt with a Shiv and BF because of the Shiv's burst and the crit is gives. I say to adjust the movespeed of the Zeal items, not remove it. And tone down their stats; in turn, make their effects more outstandish. For example, Shiv can become a good waveclear item at the cost of lowered stats, and PD can become dueling oriented. Next are other items such as GA. With stopwatch being a thing, it can lower the availability of GA. Along with a 30 armor, it gives AD as well. I'd say to lower the armor in favor of the AD gives. In general, what I want to say is. Make an item that's suppose to be for defense purposes be mainly defensive, and vice-versa. An item that give a bunch of stats is a recipe for disaster (excluding sustain items such as Bloodthirster or BotRK because there, in my eyes, purely offensive. But maybe tone down Vampiric Sceptre's lifesteal, or the item's sustain). Guinsoos is another I want to talk about. Guinsoos gives too much damage early and building against it is difficult. Nerf the accumalated stats obtained from auto-attacking. Nothing more, nothing less.
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Towers are weak Just buff them. Maybe sprinkle some armor and mr. Or make the strong early and weaken them as the game takes longer (I'm purely talking about the outer towers, the inner and base towers can have static stats that can suit their role as the 2nd, ,3rd, and 4th defense).
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Jungler's relevance Junglers right now clear too fast. Buff the monster camp's health or resistances, enough to slow down their clears. Make yellow-trinket recharge slightly faster(trying to say here is to either make the trinket recharge faster with a lower lifetime, have more charges, or have the ward last longer but recharge significantly slower).
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Support's relevance Supports are in a weird spot right now, but they are in no doubt strong. Supports like Alistar, Leo, Blits, all-in types of supports do quite a handful of damage. My suggestion is to either nerf Aftershock's resistances gained. Right now, Aftershock gives too much resistances, 70-120 bonus armor and mr. Lower that to 15ish to 130 or 140 so it leans to more of a late game rune. Or either buff Guardian from a 70-150 shield to around 85-180, something to help disruptors peel their carry from all-inners.
6.Snowballing I have some "solutions" to might help slow down snowballing.
- Increase item cost (which is the last thing I would want to do because it would hurt the state of farming)
- Decrease gold from champion kills and bountys along Decreasing gold from champion kills is what I see, a short-term solution to stop snowballing. It may slow-down that Kha-zix getting Duskblade or Kat and Akali getting Gunblade, but a good assassin will be a good assassin player.
- Decrease the amount of gold from turret kills Take away first turret gold, lower the cost of the outer turret. Make the reward for destroying turrets static. With the exemption of nexus turrets giving the most gold (1st, 2nd, and 3rd gives 50g globally and 150g in participation. Nexus turrets would give the most being 100g globally and 250g in participation).
- Other thoughts
- Duskblade should be lowered from 55 ad to 50 ad, the on-hit damage should be lowered from 65-320 to 65-280 something a tad small.
- Change Ghost Poro, and approach velocity. Celestial body should stay in my opinion cause it's free 100 health with the handicap ending at 10 minutes. To me, it's a great rune for tank supports.
- Rift Herald's damage should be lowered or be changed. It reinforces the snowball the game currently has
These are my thoughts, and please give yours. I'd love to see you people engaged and I want to know what I should rethink, or what's wrong. Thnka you for your time
[vlad-salute]