These are the biggest problems in the game, imho.
Disclaimer: This is my opinion. As you can see, it's a very BIG opinion. If you're allergic to opinions and get butthurt and triggered fast by a different opinion than yours, then you should turn back and leave this place. This thread is not for you. Constructive criticism and new ideas are welcomed.
Hello Summoners,
I've been playing this game for more than 7 years. I've seen it change in front of me, I've experienced the changes myself and I lived the highs and lows of the game for many years. I wanna share my thoughts on the state of the game and what are the biggest problems that I personally think are what made the game less enjoyable for me, and for many other players. But of course, I'm mainly focusing on my own experience, here.
The order in which I'm gonna talk about things, here, does not matter. All of the points that I will mention are relatively problematic in the same degree. With that being said, I shall begin!
1. Ranked matchmaking system / MMR system
It comes as no surprise that this is one of the biggest problems that the game has and I'm not gonna stop by this point for too long, since everyone knows what's up. The TL;DR version is:
- Too much autofills.
- Mismatched players (ex: Irons vs Golds or Plats vs Masters, etc.)
- Duoing in a SoloQ focused environment: Duoing should only be allowed in FlexQ, imho. Let SoloQ be SOLO.
2. The ban system
It disgusts me to see that people who int my games without saying a word in chat continue to play the game without any consequences while I get banned, or chat restricted, because I was calling them out on their BS. Trolling and inting are much easier nowadays and players are not afraid anymore because they know that, as long as they don't type anything in chat, they can do w/e the fuck they want. Because of this, some people are not even tryharding anymore, which led to a drastic decrease in game quality. Players are getting banned for typing specific words in chat without considering the context of it all and the actual gameplay that led to it. There is too much emphasis on what is said than what is done gameplay-wise.
3. CDR items / runes
There is too much of them... too damn much! Almost every item in the game gives CDR, nowadays, and that makes for such an unhealthy gameplay and playstyle to play against. Reaching 40% CDR, or 45%, is so easy, especially if you consider that there are 3 runes that, alone, can give you 20% to 35% CDR! And Riot knows that there is too much CDR in the game, so much in fact that they made Transcendence reward you for building more CDR beyond the CDR cap.
CDR is supposed to be built by champions that have long CDs on their spells in order to help them out as the game progresses into the mid game, and later on, the late game. Having long CDs is supposed to be a way to balance champions to keep them in check. But now, since everyone can reach max CDR so easily, and some can even reach it with just one item + runes, CDs became irrelevant and balancing a lot of champions became a nightmare.
We all know the terror of 45% CDR
etc. Especially Riven and Vlad who can reach 40%+ CDR in just one item, if they pick the correct runes. And did you notice the common things between all these champions? Yeah, they're all manaless champions. So not only they get to spam their abilities way more often, but also not get punished for it, at all.
And let's not forget about the single worst CDR item in the game, that even dethroned
, which is...
! This item, single handedly, ruined so many games for me. From the 0/6 enemy
that went God mode after completing this item, to the 1/7
that can 1v5 my whole team... This item is so overloaded with damage and CDR, it's crazy that it even made to live servers, tbh.
Also, let's not forget about the 0 KP
that can 1v9 games without even completing a single item. Just by getting lesser 10% CDR items, combined with the 3 CDR runes, he can reach 45% CDR pre-15 min, or so. Then, he easily 1v9 the game.
I always thought that CDR should be a support stat, that can only be obtainable on completed items and not the lesser items as well. CDR should be built gradually throughout the game, and reaching the cap should be during the mid game. Items with CDR should not be this powerful and also so easy to get, otherwise the items will end up being OP and broken af, like BC and SoS.
Heck, even ADCs, a class that is not based on spamming spells, started building CDR items in their core builds, because those items are just too OP.
CDR is like
: It was supposed to be something that is situational and useful to certain champions in certain situations, but it ended up being a core mandatory mechanic to have in every single game, regardless of the situations you face, since it's good in every situation, basically!
4. Jungle
Oh boy, where do I even start with this one? I main jungle, and let me say this to all of you who don't main jungle and think that Jungle is fine: Jungle SUCKS right now! It's so bad and so fucked up that it is actually the worst role to main, atm, and has the least impact of all the other roles, on average! Right now, you have a way better chance to carry from the ADC or MID role than from the Jungle role. Not that I'm saying you can't carry as a jungler, but I'm saying that you need to put in 10 fold the energy and effort of other roles in order to carry games. Here is why:
- Significant lack of agency: In this coinflippy meta, where each game you're hoping you have the better bot lane and/or mid laner, you're completely at the mercy of RNGesus! You're so dependant on your teammates to carry you in the later stages of the game that, even if you camp your lanes and get your teammates ahead, if they don't play well, all your efforts are wasted and you lose automatically. This is more of a problem in higher elo games and in low elo games with relatively the same skill level. If you're smurfing in low elo, it's not that big of a deal, though.
Most junglers fall off late game, so it's extremely difficult to carry games that go beyond 30 min. As a jungler, in soloQ, you're forced to play " carry " junglers and you absolutely need to snowball really hard, early on, to be able to 1v9 the games. But one mistake on your part and you're done... especially if your teammates are bad and can't support you and help you carry them. You're too reliant on your teammates doing well in lane, especially in the first 10 min.
- Jungle experience and EXP distribution: We all know, jungle exp sucks ass. That's why we take some farm, gold and exp from lanes after ganks, not because we're assholes, but because we're poor af and need it. We don't even see it as a reward for our ganks, like in the old days, but as a necessity for our survival.
Not only that, the exp distribution is so unbalanced, in the jungle, that it favores a certain playstyle that you're pretty much forced into, if you wanna maximize your exp gain. Now, what do I mean by this? Well, if you don't know, right now, the red side camps (Raptors, Red buff and Krugs) give way more exp than the blue side camps (Gromp, Blue buff and Wolves). That means, if you wanna maximize your exp gain and not fall behind in terms of levels, you need to always prioritize clearing you red side jungle as soon as possible. In fact, I've seen so many pro junglers totally play the first 15 min of the game ignoring the blue side jungle, except maybe taking blue buffs, and win the early game for their teams, because they maximized their exp gain and their pathing by taking the whole red side jungle and soaking up exp from the lane they ganked.
Needless to say, this is the most efficient basic way to jungle, atm, and it's very restrictive and uncreative. Pathing is basically the same each game, with the same champions, with minor adjustments, here and there, depending on whether there was an invade or not, or maybe you wanna gank the other side of the map 1st so you start at the opposite side, but nothing too creative or anything. It's boring, it's repetitive and it sucks!
Red side jungle is always more important to a jungler, since it gives more exp. So, if you're a laner and you see that both jungle sides camps are up and you see your jungler coming from base, you should always know that he's heading towards his red side 1st, to clear it. So, if you're on the blue side of the map and you need a gank, don't fuck up or do anything stupid before your jungler clears his camps on red side and comes towards your side of the map.
- Scuttle crab: I hate this thing! Riot fucked up so hard with the jungle exp that they gave us the little piece of shit in the river to fight for and to give us poor vision but a decent exp and gold. I've talked earlier about agency problems, well this mofo actually created another agency problem for other lanes as well.
" If your jungler is heading to take a scuttle crab, you better push your lane and have priority and come help him secure it ". I bet all of you heard this line before, somewhere. Well, even though Riot pushed the timer of the 1st crab to 3:15, it's still a problem and laners are getting sick of stopping everything they're doing to go help secure this little shit.
Also, the RNG of the crab spawning makes pathing really bad for junglers, since if you go for a play on one side of the map but the crab is spawning on the other side, you better make that gank work, my friend, and get some gold and exp out of it, because the other jungler is gonna take that crab for free. And let's not forget all the unnecessary fights that happen simply because your jungler wanted to secure a crab in the river. So many games gets thrown over a piece of crap crab that isn't even worth the effort!
Riot could have easily made us establish vision in the river without adding in the crab but they forced us to fight over it because they want more highlights in pro play... urgh! We're fighting over river vision (wards), dragons and barons anyway, we don't need this forced fight trigger in the game!
5. Problematic OP champions

... and many more! All these champs are so overloaded with damage, sustain, CDR, mobility and some even have more CC than a fucking
for fucksake! The game is so overloaded with bullshit champs with bullshit mechanics that are just unfair to play against with little to no counterplay.
So many champions, that are overloaded with a bunch of bullshit mechanics, are usually easy to pick up and play even at low elo. You don't need to master them to win with them. Case in point,
! She is supposed to be a mechanically hard champion to play, which she is at the highest level of play, but because of how overloaded she is, you don't need to master the animation cancels in order to win with her in low elo. She's such a safe pick in low elo, even if not mastered, that I, myself, have carried games on Riven in elos between silver and Plat, without even maining this champ or mastering her.
How did I do that? Because she does so much damage, she's so mobile, she has a massive shield that scales so much with AD and an AoE stun which helps set up 1v5 plays. I don't know a single animation cancel technic and still carried with her so many times. Not only that, champs like Riven are supposed to be difficult to play and their win rate should be reflective of that, but you see Riven's WR is above 50% no matter what elo you're in, which is absurd for her type of champ.
To put things into perspective,
, which is another difficult champ to play, has just reached 48% WR in korea. There, she's considered busted af, OP and broken as hell! Think about it for a second: a 48% WR champ is OP in korea, so imagine a 50%+ WR RIven...
And this is not a Riven only problem, other champ share a similar issue, like
. You don't need to be a master harpooner to win with this champ. All you need is spam your R in that ONE TEAM FIGHT and you're back in the game. You gain massive gold for yourself and give massive bounties to your teammates. All you need is that one fight where you execute people left and right, and that's it. And you're always safe to do that since you have broken af HP regen built into your kit, combined with a stealth, in case things go wrong and you need an escape...
Other champions have the opposite problem. They're too easy to play and should be easily countered, but they're actually not countered that easily. They stomp each elo! Like
,
and
(although he got nerfed). And we have
that just got buffed on her ultimate and she's gonna be more of a monster then she already is, for no reason at all. I don't know what Riot is thinking but.. yeah...
I don't have huge problems specifically against some of these champs, but what I'm saying is that, for the average player, these type of champs are unhealthy for the game as a whole, considering all the player base and the majority of it.
Anyway, I've been typing for a long time now and I'm tired so, I'll leave it at this. I'm sure that I missed important problems but I lost myself into writing this thread so... I'm sure that you, readers, will add in anything important I missed, anyway.
If you made it this far, then I wanna thank you for reading all of this and I would like to see what do you think of all of this and what else did I miss.
which in herself has counter play options.