I think that preseason did have some good points, but mostly I'm still frustrated.
Very few, but they exist, and I think they are the kind of changes that are needed in abundance.
-
Turret plating does indeed increase the amount of time a turret survives pre 14 minutes. The turret won't completely die, but it will end up giving opponents gold.
-
They removed Celerity, which was just straight damage+mobility creep. I'm hoping they remove or rework more runes that bring nothing good to this game, and readjust Sorcery and Domination runes to highlight the differences between burst and resources. (Think more abilities vs harder hitting abilities)
-
They removed old Dark Harvest. (They added the new one which isn't any good but we're focusing on positives here.)
Honestly I'm hoping the balance team finally stops bending head over heels for internet cafe players in China. It's pretty obvious, League's playerbase is falling, and everyone knows that the reason League viewership has been is because of the quests. There were several great games in League's pro plays, but macro game as a whole has gone down.
(4.) Lux is powerful on any team that knows how to peel ;)
But really, what has happened is that champions that can deal massive damage at range with no risk of dying to assassins are doing well because they bring that damage that assassins have from range. Here is the difference between (viable) mages and assassins right now:
Mages: Deal big bursts of damage at a big range. If anyone comes close ur fucked Assassins: Deal big bursts of damage at a short range. If anyone comes close when your escape is on cd ur fucked
Tell me, is that really healthy? Immobile champions being viable =/= healthy gameplay.