My Thoughts on the Preseason so far

Anzotrix·12/15/2018, 11:45:58 AM·1 votes·1,211 views

Just wanted to share my opinion on the changes ive seen so far in the preseason, relating to mainly the new runes, the tower system, and pure tanks, but might tangent into other things if they cross my mind.

for the most part, the new rune system i like. i think its similar to the old system where you can pick your Stats and your 'Effects' ill call them separately. and even though the old system was nice and still worked, there was a few instances where you may have wanted an effect but not the stats (presence of mind is the first that comes to mind where u might have wanted it for a high cdr ultimate such as karthus, but attack speed is a wasted stat on him). the only negative i have to this new system, is how it makes Pure tanks significantly weaker than they currently are. ill come back to this later.

the tower system i dont have any issues with in its execution. the fact that early comps can be rewarded in small windows is nice. and if u dont take the plating in time, the first tower becomes incredibly easy to push with no extra resistances. the issue i have is the plating gold being a limited source of gold. is devalues the use of pure tanks and scaling champs in general because u (shouldnt) be winning lane early or having an advantage in that kind of sense, so u wouldnt be claiming many of these plating stacks and there for, a gold resource is no longer available for u assuming the lane opponent stays in lane for the 14 minutes. its an awkward issue to work around but to simply just remove the resource from being available to a certain skill set, especially in terms of scaling where they are already weak early just seems risky in making these types of champions irrelevant. the only solution i can see to this, is the tower gains additional takedown gold based on how many plating stacks were still on it. dont make it the same value cause then ur taking away the advantage an early pusher can achieve, just add some value back so the 160 gold per stack isnt just gone for ever.

finally pure tanks. pure tanks (and scaling champs) are in a general bad space atm, and the two things mentioned above are a part of the problem. but i feel that tanks in general, with only about 3 as an exception, are just incredibly weak atm. the tower system as said doesnt benefit anyone who isnt an early aggression champion, which tanks tend to not be (or at least shouldnt be if theyre designed to be scaling). the changes to the runes made everyone tankier EXCEPT pure tanks. you do not get anywhere near the same health stats you use to get doing resolve/inspiration, and the bonus armor/mr doesnt make a difference, especially because the lane bully champs get these free tank stats too. so not only was it hard to survive against them before, but now your weaker early, and they are tankier than before meaning they can take riskier trades if needed to continue to bully u. pure tanks need a definite way to get stronger and have the potential to scale WITHOUT just giving them damage on top.

the final thing i do want to mention, is the damage creep that has happened in recent years has become ridiculous for certain champ. i understand some champs should be disgustingly strong early and have some fall off. but with scaling champs not standing a chance atm, and these champions having super high damage (im talking about stuff like a jax being able to one shot you in a single 3 second attack combo, a bruiser, not an assassin. this kind of stuff) the game just feels pick the most abusive team to win. and tactical playstyles like trying to farm till late and just survive lane isnt a thing anymore. i remember playing a few years back where if your top laner left lane with 3 deaths he was considered an inter. now if my top leaves lane with only 3 deaths im grateful. damage creep thanks to the release of broken champions such as zoe which riot has used as the new 'norm' for damage is making the game more chaotic than it needs to be.

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