Current Status of the Game
I will be honest here, I am a Level 20 player. Since 2014-today.
I usually play with this character almost exclusively. 
I have played LoL when they had Attack-Defense-Utility set ups. Now I use their new set up to emulate it. Especially a Ultility set. In earlier builds it was easier to ID a problem with a particular champion either being OP or UP.
Currently, I have noticed some problems. So lets set aside "Skill level" which is more or less coordination + button mashing + interface/control sensitivity +ping. Since this is something I want to remove from the equation, because this is a huge X value to the considerations.
Overall, LoL is an interesting fun game; but it has its problems.
- SLAG-current builds of the game are lagging even on lowest settings; especially in late game. SLAG is terminology for Stability LAG. I can't find any way around it. It might also happen due to differences in settings between players. I play on Lowest Settings, while my opponent might be playing in High Def. Is there a way to simplify graphics for better performance? And I play a way higher Detailed RPG SIM: War Thunder and I have less problems at low settings, and over worse internet 200KB/S no lag.
- Champion Balancing.
Now I am not going to operate on I hate X champion so Nerf Y ability of this. My concern is there is a lack in LoL of Pro/Con gameplay strategy in particular in choosing a champion.
Examples:
has iniate tank attributes, but he currently can self-heal as well! You can upgrade this character to increase his health to the maximum upgrade
. There is no con to him, to force a bit of thinking and strategy. Plus add the fact he can use a tracking mark, and can silence/auto-reset enemy champions. What weakness does he have?
If you have already base capacity to heal, you shouldn't have
and
have iniate life-steal attributes, but they can access up to the top upgrades
and
. Which increase their lifesteal even further. I see Ragewoo Sword more often. Although Hungry Hydra is a good second. I would think they wouldn't have access to these, forcing them to strategize around other upgrades to increase their lethality.
Now this is a type of example, but its a very poor example. Its a Type Restriction [Ranged vs. Melee.]
can access
but
can not. But here in lies a problem.
can quickly become very dangerous because she can get.
+ any low level upgrade. And get 100% Critical Strikes. Same build is also used by other champions in different orders.
I think champions depending on their iniate abilities and passives need to be re-organized to have pro-con strengths. And by those iniates access to certain upgrades will be denied.
is a great example, because he has huge capacity to damage, but he has to be on his turf to make his abilities work. And the situations, evolution, and upgrades to increase his functionality have to be thought out.
is a great example of a jack of all trades, master of none. And he is a combination player, he has to combination attack or else. I don't see another champion quite in the same set up as him. His attack strategies are very different, and he doesn't have an ultimate.
Champions restrictions to either their summoner spells, and in game upgrades need to tailored to the champions iniates. So it allows for more strategy and gameplay.
Example:
No access to
or a resurrection.
Tanks/Juggernaughts no access to high tier HP boosters.
Mages/Support no access to high tier mana/ability boosters
Duelist/Assassins no access to high DPS boosters or attack speeds
Vampire[Lifesteal]/Self-Heal no access to high level lifesteal or self-heal boosters.
- Rune Balance.
Another problem that even further throws off balance.
Runes-Marks, Glyphs, Quintesences, Seals. Cause some serious problems. You have 3 Q, 9 M, 9 S, 9 G. Depending on which you throw into those slots this can cause some serious issues.
Example:
+
+ Lv 20
Runes that can increase starting attack speed to +12% just with 2 Q. And factor in the stacking health/damage/magic resist/speed boosters. And this is before I upgrade or mastery.
Currently, I have no way to check a Champions Base [Zero Effect] stats.
And I noticed that Critical Strikes which are usually avail only in game. Are now a Q, which can go into the 12/15 range starting critical strikes.
I think the Rune page needs to be a Pro-Con Selection, If I go Attack Speed - I lose Damage etc. So then I have to think out my masteries and in game upgrades and champion combinations carefully.
- Mastery Balance Combine with Runes above and the balance can seriously be upended. Now I started playing in earlier builds of LoL with the Attack Defense Utility Masteries. Currently I am emulating a Utility Mastery set in the current build. It works well, but has problems. I would think Stormlords pedigree would work well in the Attack/Ferocity line up. And some of the masteries need to be organized into new lines. Currently, also Masteries are messed up. I can not spread points out over the 5/5 sets. Instead of the capacity to go 1/5 and 4/5 or 2/5 and 3/5 I currently go 5/5 no matter what I chose. Also in comparison to the earlier builds, the new masteries seem scrunched up.
Personally, I think the Pro/Con issue for both Runes and Masteries needs to be looked into. And probably the Masteries need an expansion of choices. Currently; It appears that one can level up and fill out a rather large amount of the selections. If there were more choices per total full upgraded points. You would think out your choices for Masteries. So I can go heavy into a Mastery Line, which then leaves me vulnerable to other Mastery Lines; or I can try to "balance" my selections but I can't access high tier masteries. The Current Mastery Line needs at least Two-times the current selections.
- Upgrades
Combine with all the above and some upgrades can cause some champions to utterly own early game. Hence why I think certain restrictions need to be worked over.
Also something like this needs to be up-priced. You want strategy in upgrade selection. Not a quick fast track to OP. Players usually start with about 450 Gold. Maybe a bit more. So we need upgrades that don't quickly snowball into a fast tech. But also force players to think out their selection of base starting upgrades.
->
->
Why do we not have more quests attached to upgrades? This would add more depth and strategy to gameplay. Currently only a few items have quests. I think almost all items barring the top tiers need quests. Rewards bonus gold, mana recharge, health regen, XP, a free upgrade which can help with strategy if you fulfill requirements. [Aka Conditionals] The quests make players more careful, but also try to achieve the goals for that quest to get the rewards.
Overall, the game is still fun. Just needs a little more polish and I think it can shine even more.
Hope to see some more of the lesser seen champs too. Which are overlooked due to the current status trends.
P.S. still likes
especially when I am chasing down
I specialize in rodent removal.