- Dark summoner's rift. Now it's more like fairy tale's rifts. Champions are here to fight to death it shouldn't be disneyland.
Champions fighting on SR isn't in the lore anymore, but it is still in the world lore as an ancient battleground between two groups during the last rune war. I think it matches the world theme and lore well enough.
- Occidental Medieval fantastic themes for champions and skins. Now it's more like a mix between fantasy and/or asian style... Very rarey occidental.
Unfortunately, I'm not sure what you mean, but I think there's many regions in league that all stand out with different styles. Sorry the one you like isn't as prominent as you'd like.
- Destroying a mysterious, dark, strong Lore. ( THEY EVEN CHANGED THE LORE : wtf is left from the original game ?)
While I too am sad to see some of the older, nostalgic lore disappear, I must also confess that the quality of the stories we have now is vastly superior. I don't think we would have as much or as nice lore if the old structure was still in place.
Not part of the original game. They showed up around season 3, were abused horrendously, and you still have homeguards after 20 mins and at the start of the game.
- removing pink wards ( the ability to fight every kind of invisibility )
Only legitimate complaint that you have
- Giving free wards trinkets.
Support warding was a stupid mini-game. Ward trinkets encourages everyone to play the vision game. Teamwork.
- reworking and destroying thematics or iconic spells with champion reworks (excepted : wariwick nunu and kayle)
I think you are the first person that has put WW on the list of bad reworks. His kit is basically the same, but modernized. Nunu I can see being a bit more contentious, but his kit is also very similar and feels great to play. Kayle is too soon released for me to critique, but I will note her abilities are more or less the same - a greater amount of change than WW, but less than Nunu. I'm not currently a big fan of her rework, but I'm waiting for a few patch cycles to see if they change things.
I am surprised you didn't mention some of the more contentious reworks - Sion, Galio, Aatrox, Urgot and Irelia all spring to mind as champs that fit into your complaint moreso than the ones you mentioned.
Updating champs is an essential part of keeping the game feeling fresh. I like to think about reworks as "if this champ had been made today, what would be different" and for the most part I think Riot does a reasonable job at it.
- Reworking items that were currently balanced.
Ok, I can see this one with things like removing AP from Trinity Force and other seemingly unnecessary changes. Is there a bigger picture we just don't see?
- Destroying ancient runes and masteries system.
Removing old, stale, stat based increases that were completely analyzed and had been reworked 5 times previously without increasing benefit. Removing a system that locked new players out and made being a new player feel like a grind. Not saying I like everything about the new runes, but that system has more promise.
- Removing Graves's cigar (hopefully they put it back) Removing graves as an adc...
Not sure why the cigar is a big deal. He's still an adc, just a bit more of a unique/niche one. At least he's viable, unlike some of the other niche ADCs with unique mechanics.
- Rererereworking Ryryryyryryryze.
As if old ryze was better than this one. He needed it.
Yas being created is not the problem. As a champion, he has a place in the game. Refusing to touch him (lee sin syndrome) even though everyone has a problem with him is the problem.
- Removing double ratios from champions (ad and ap ratios were common for most champions).
The logic here is double - single ratios help players determine what should be built on a champ, and it reduces the number of crazy off-builds that would have to be balanced around. On the flip side, it also lead to the removal of AP on several not-mage items like Tri Force, which created a circular re-enforcement. No one has AP ratios because nothing they use has AP because no one has AP ratios....
Both are kinda the same thing. It is the unfortunate effect of going for League being a spectator sport - if you want people to watch pro games, they have to be exciting (high risk/reward) and not drag on. I do miss 40 min long games.
Turrets have actually had net buffs since season 1
- Removing the client service that suggested you high elo games for you to watch to improve yourself.
Gone with the old client, but not forgotten. This is something Rioters have said they would be interested in bringing back.
- Definitively punishing the use of custom skins or totally disabling it.
This is one of those things that we all knew would happen. Custom skins were never officially allowed.
If you think the past was so great (and there is some charm back there, I know) take a look at some of the season 1 champion spotlights or gameplays. The art style looks very outdated now (cause it is). Remember when Riot would release a new champ every other week and it was always massively overpowered? Let me tell you, it wasn't fun. Remember when all you had to do to become unkillable was buy a warmogs, atma's and frozen mallet? Let me tell you, it wasn't fun (for like, 6 months). Remember when the servers crashed almost weekly and you had to wait an hour to log in after patches? Yea, it wasn't fun. For pretty much every point you can make about how great it was back then, there is an equal number of points about how much nicer things are now. Some things, I agree with you, are not better now. But many things are and the only reason we don't notice is because we don't have that old system here to compare against.