Is it just me or is league not as fun anymore?
League of legends used to be a game where you could decide what player you as an individual wanted to be. you could be a team player in ranked 5v5s, you could enjoy all the diverse game modes (blind pick, draft pick, aram, dominion, 3v3), you could be a solo ranked grinder, you could grind 3v3, could grind 5v5, or just play the game for fun in normals.
However, recently, the Meta is too dominant, causing a lack of diversity in builds and champions, and very similar games. This is because champions are either too strong or not strong enough, or builds are just too efficient.
Item builds have been fun back in the day. I remember being able to do homeguard tp thornmail rammus plays at 13 mins from toplane, but now i gotta wait 20 mins to be able to do it. Non-meta builds also do not exist as much as before, simply because they're very crap, and the common builds are too strong. This is eu and na only btw. korean's are theory crafters for a reason. Item builds are now very strict with limited room to adapt.
The game modes are getting removed one by one. Dominion is gone, and tbf i had a blast in dominion. whenever i get stressed out i'd be there chillin and practicing my skills. Ranked 5v5s and solo queue have been merged together to form this offensive "competitive" system that is different from normals in only one way: ELO (and if you wanna add the lack of rewards for climbing to high elo altogether, then 2). However, in ranked i see a lack of balanced gameplay. It used to be if you were silver 3 youd play silver 4-2. Now i see bronze 5 - silver 2. Its also only a matter of time before TT is gone. The fact that crystal scar is gone due to "Them not sustaining it" is a fault on their part for not putting enough effort in developing other aspects of the game.
The game used to be less punishable. Nowadays, you win lane by picking a champion and a mastery. Back then it was all about how you play the matchup. Counterpicking was always a thing, but... now op champs counter everything. Items would make a champion strong. Nowadays masteries, runes, and items work together to create assassin tanks.
Speaking of which, champions do not classify under a typical role anymore. Sustain/tankiness/burst/assassin/damage carry all fall under a tightly knit category based on builds and masteries, not the champion itself. Tanks should be tanky, and damage carries should do the damage. Not the same guy.
The game is finally implementing stuff that should've existed ages ago. Hextech crafting (or reward boxes is pretty much on every mobile and mmo game nowadays, and has been for a while) is extremely lame the way they did it. you only get a few, and the rewards aren't abundant, and quite expensive to get in terms of effort. The mastery system, although implemented last season, is also an ancient thing from the past. in COD 4 i believe you could already get attributes and unlockables on guns. here you get a flag. Also their kits/abilities also existed a long time ago in other games.
The rewards that made the game interesting to begin with are slowly being taken away as well. This is in regards to the recent reworks (since the juggernaut, and i mean most, not all), and gameplay changes, especially the Early Game one from 6.13. Now, playstyles are starting to flatline too. In other words, playing like a bitch and scaling is now not as punishable as it used to be, and playing aggressive doesn't have the same rewards either. Denying a champion any XP in teamfights also not a thing anymore, and i think there was something with assists, but i might've missed that. Point is, the game is becoming much easier.
I want to use this paragraph to explain the contradiction i've made. The game is getting too easy in the sense that winning and losing is much more heavily defined on a pick, rather than mechanics, playstyle, objective control, builds, and counterplay combining to create a difficult game to play.
my final point: The game is really not as diverse as they think it is. There are about to be 6 champions with a global teleport. Jinx & Ashe have essentially the same ultimate, only different with the former having more damage and the latter having more utility. Talon is essentially a worse Zed. Ahri, Ekko, and LB are mage assassins who blow people up. The champions really aren't that diverse. They may have one ability that sets them apart (like ahri charm, ekko R, and LB passive), but essentially they do the same thing the same way. the build paths are the same, the playstyle is the same, and the result is essentially the same.
I dont care too much about the lack of diversity in champions, cause that can be altered. However, I feel like riot games is really adamant that the other things exist. I don't think the Balance Team is "Balancing" anything anymore, rather balancing a plate on a toothpick in such a way that one side always tilts far above the others (as in these are now op, the rest are not). In the end, there is never a balance. They're changing the game too much, and the problem is they don't ever undo anything they did that cause the "op" and instead propose more often than not worse solutions, like reducing malzahar's early damage to pretty much nothing when there was nothing wrong with him before the rework.Riot is also just creating new problems time after time without fixing anything. There's no shame in undoing dynamic queue, but they wont. There's no shame in undoing the monstrosities that were vladimir and swain and rework-released malzahar. All this combined, in my opinion which i possibly share with others, makes me unsure whether I play league cause it's fun and rewarding or just because i feel like i have to cause due to the amount of time effort and money i spent on it.
(PS Overwatch coming out is just another popular multiplayer game. People aren't switching, they're just quitting one and playing another. If i quite league and play Mario Kart or some shit I'm not switching to mario kart im just playing a different game).