I'd like a comprehensive list of eveything you feel is wrong with the current state of the game

Kairoptra··8 votes·4,091 views

With the sudden influx of posts going on about how the game is worse than it's ever been, I thought I'd run this little test to see what you Boards-goers are really thinking.

Some rules, first, as to keep the conversation on-topic (note that these only apply to your lists; any conversation that may arise from them may be conducted in whatever fashion you see fit. The reason for this is that I just want to understand without having to wade through all the bullshit):

  1. No insulting Riot or other players

  2. No unnecessary foul language

  3. No lamenting about the "good old days" (you may make reference to League's history for comparison purposes, just don't go full-on "back in my day")

  4. No general terms (don't just say something sucks or something's good; explain why, even if it's just that a champion can 1-shot you or something simple like that)

  5. No degrading memes ("small indie company", LC$, bronzie, newb, etc.)

  6. No sarcasm

That should about do it. I look forward to seeing what you guys say!

32 Comments

Vekkna13 votes

I'll stick to the big ones:

  1. Complete disconnect between a champ's durability and damage capability. 6k hp Cho'gath assassinating shit with a QR. Fiora, Jax, Camille, Irelia, Kled, Warwick easily hitting 3-5k+ hp in core builds but still blowing you up.

  2. Disparities between AD and AP itemization. Pure AP/magic champs are the only ones excluded from any sort of vamp effect in the item system. Melee APs have no Trinity/Titanic/Cleaver > tank build equivalent. AD items are loaded with lifesaving passive procs while APs are actives that can be locked out by cc. AD pen itemization has more options on a healthier power curve.

  3. Game pacing, which will hopefully be corrected soon

  4. item 3147 vision passive is fundamentally unhealthy, regardless of whether the item is actually overpowered. Needs to be an active effect, or god forbid, AD assassins might actually have to buy a sweeper like everyone else in the game (specifically AP assassins)

  5. Too many champs currently have a disproportionate amount of their counterplay in champ select/lobby. If someone picks Master Yi and all else is equal, your only meaningful counterplay is to have enough cc and mobility to self-peel. Otherwise it's a stat check that Yi always wins.

  6. Too many champs currently have a disproportionate amount of their counterplay in the macro game. Can you stall out assassins long enough to catch up to their early power and have a fighting chance? If not, you lose. Can you shut down a Yi, Yasuo, Kai'sa before they hit their 2-3 item hypercarry benchmarks? If not, you probably lose.

  7. Invisible wards and traps are countered too hard by Oracle's and Duskblade. Invisible/vanish/camo champs have no real counter for their stealth mechanics if their attack/engage range is equal to or shorter than their detection radius.

TheSingularity1 votes

Agree with all of it but one teeny tiny aspect "3-5k+", As naut, with the highest HP possible (no boots) he only hits about 3500 HP. For bruisers to achieve that, It'd be impossible. Too tanky for the damage they dish out? yes. As tanky as you say? no.

UnboundHades1 votes

Highest hp possible is well over 3500 on naut

TheSingularity1 votes

Seems I made and error, and didn't lvl in practice tool, I done fucked up XD

Vekkna3 votes

Examples, at lvl 18 with full build:

Irelia 3545 hp, 1163 sterak's shield Jax 3590 hp, and that's with a Trinity + Rageblade in his build Camille 3620 hp, 3171 with Ravenous Chogath Not uncommon for him to pass 5-6k hp Kled 5050 hp Warwick 4324 hp Gnar 4721 hp

Even Yasuo can get past 3100 hp if he builds Sterak's late instead of GA.

TheSingularity1 votes

Gnar is a tank, cho is kinda a tank that deals too much dmg? So being beefy af shouldn't be a surprise Kled's a special case in that he has 2 health bars kinda,

As for Warwick Jax Irelia and Camille, I stand corrected gjgj :)

While I did say "it'd be impossible", these buids as much HP as possible? Or somethin standard?

Vekkna1 votes

No, none of the ADs include Warmog's, and only Gnar and Yasuo include Frozen Mallet. It's all based on their highest WR builds listed on OP.gg (just used for a point of reference). Most of them even have a slot for a lifesteal item or GA, so they aren't even getting health in every slot.

TheSingularity1 votes

I see, seems I made a fk up. Scroll down to my next msg XD

Kanzler6 votes

Riot

ModKnightsKemplar4 votes

Slower changes. There have always been times when the game wasn't great; changes necessarily mean there will be ups and downs. But ever since the Ardent meta, they start blaming "change" instead of the game state and use it as an excuse to leave broken things broken for months at a time.

While I appreciate the sentiment of "the game is changing too fast and we need to slow it down a bit," you should still be willing to address obvious balance issues with number changes when necessary. Stop catering to people who don't play (saying that too many changes makes the barrier to re-entry too high); make the changes needed to keep the game fun for the people who are currently playing. People who want to come back can come back.

D357R0Y3R2 votes

changes are already slow they just bring a fuck ton of changes during mid season and preseason since the game existed

ModKnightsKemplar2 votes

That's what I mean; I think the slowness is the problem. If they did incremental changes on a faster timescale, I think we'd be better off.

D357R0Y3R2 votes

oh yea definitly and i would rather have a game that changes a lot than a game that does not next year i'm not going to be able to play league anymore because uh adult life, and i regret that i won't see all those vgus that riot promised [zombie-nunu-bummed]

PhDs Nuts4 votes

Creep block

Minion AI in general (randomly switching targets, walking around melee minions into turret range)

Client is garbage

heroikc3 votes

The return of snowball and loss of efficient recovery; it feels impossible to win the game if an opposing assassin gets a kill early and isn't stopped soon enough.

HeeroTX3 votes

{quoted}

The reason for this is that I just want to understand without having to wade through all the bullshit

Haha, good luck with that. In seriousness I would say the following:

  1. Early game turrets don't really help defend, they're weak enough that champions with good defense and/or mobility can pop you underneath them with very little risk
  2. Too much burst AND mobility. Way too many champions can kill you before you can react. There's no real kiting anymore because either you'll kill or be killed in so few shots the movement is unnecessary, or the target has so much mobility that you CAN'T actually kite them
  3. The champion pool is TOO BIG. I don't say that in a "good ole days" kind of way, I say that because I don't think the team is CAPABLE of successfully balancing 140+ champs to all be viable and balanced against one another. And in order to make new champions "interesting" and "fun to play" they get overloaded which only exacerbates the problem. I like having the WIDE array of options, but I'd rather the game only have 50 champs if it meant that everything was balanced
  4. The community is AWFUL. The game is designed (and in Ranked, "forced", in terms of LP based ONLY on W/L) to be a team game, but 1 person can either intentionally or unintentionally ruin your game experience. I feel that Riot not only does a bad job of addressing this, but has even basically CONCEDED that the community is a "lost cause" and hopes it will fix itself. (the fact that Riot says they DON'T really read/post on their OWN board because the community is too toxic says a LOT)
  5. Change simply for the sake of change. "Balance" updates (tweaking numbers, modifying how an ability works, changing items, etc) is one thing, but there seem to be constant changes to the deep underpinnings of the game which seem to be done almost entirely to "keep the game fresh" without really considering if the change is healthy to gameplay. Personally I also find it ridiculous that they make changes that so heavily impact the game that in their own pro league one team can be strong in the regular season and then be at a disadvantage in international tournaments because their specific style of play is much weaker in the patch being played in the tournament
  6. Unless you're WAY above the skill-level of others in your game, individual player agency is at a low level, to the point that I'd rather be the "worst" player on my team than the "best", Not because I want to be carried but because I feel as the "worst" I can set a good "floor" that'll help my team win, whereas if I'm the "best" then I can only hope their worst is REALLY bad because mine is feeding his ass off
  7. The game is more "Team Deathmatch" rather than RTS
Modl Ryden l3 votes
  • RGM could be more frequent. Half the time I don't even notice there is one. I understand they launched a skinned ARAM with 3 items but that's all it was. I'd kill to play: Definitely not Dominion (Ascension I think they called it), Doombots, Hexakill, 1 for all, Nemesis Pick, Dark Star, Star Guardian Invasion Onslaught, Substructure 43, Blood Moon. It doesn't always have to be URF.

  • More items, and less item reworks. - Niche items are fine and people make fun builds with them, but it sucks that a reworked item that meant a lot to a handful of champs must be reworked to fit the 'standard' build path. Namely item 3285 and item 3001 items that were once great for a handful of champs that became mana-fied and standardized for the mage-main poster child.

  • Tower first blood mechanic removed - I find that this is the most plausible reason for the snowball effect players are facing.

  • New runes could use more keystones and runes to even out each selection. It's weird to look at a tree seeing 4 keystones while the others have 3.

  • Finally push the god-forsaken kleptomancy changes so it's not JUST good on GP and Ezreal. Every rune tree oughta be exceptable for all champs.

Kairoptra1 votes

[{quoted}](name=l Ryden l,realm=NA,application-id=3ErqAdtq,discussion-id=AhFa6AdE,comment-id=000d,timestamp=2018-06-20T19:53:36.056+0000)

  • RGM could be more frequent. Half the time I don't even notice there is one. I understand they launched a skinned ARAM with 3 items but that's all it was. I'd kill to play: Definitely not Dominion (Ascension I think they called it), Doombots, Hexakill, 1 for all, Nemesis Pick, Dark Star, Star Guardian Invasion Onslaught, Substructure 43, Blood Moon. It doesn't always have to be URF.

  • More items, and less item reworks. - Niche items are fine and people make fun builds with them, but it sucks that a reworked item that meant a lot to a handful of champs must be reworked to fit the 'standard' build path. Namely item 3285 and item 3001 items that were once great for a handful of champs that became mana-fied and standardized for the mage-main poster child.

  • Tower first blood mechanic removed - I find that this is the most plausible reason for the snowball effect players are facing.

  • New runes could use more keystones and runes to even out each selection. It's weird to look at a tree seeing 4 keystones while the others have 3.

  • Finally push the god-forsaken kleptomancy changes so it's not JUST good on GP and Ezreal. Every rune tree oughta be exceptable for all champs.

Just FYI on the Runes thing, they're planning to make a fourth keystone for Sorcery next.

Madsin252 votes

My main issue is simple.

They keep buffing. They do not fucking stop buffing.

They give the most OP champs in the game lil love taps and power creep the fuck out of everyone else.

DuskDaUmbreon2 votes

I'd think that an addition "slow/small patch" between the big ones would be nice. So it goes small patch>small patch>big patch.

Other things, though:

  • Too much of a disparity between melee and ranged champions. A ranged champion should have a decent chance of getting away from a melee one running at them. There is no logical reason for Malphite to outrun Ahri, for example. Make it so that the melee has to land something to out-run them or catch up to them. Leona's E is very well designed for this, as she doesn't engage unless someone else helps her engage, or she lands her E. Essentially: Less targeted (long) dashes, more dashes reliant on hitting your opponent, and bring melees and ranged closer together in overall base speed.
  • "False reaction times" and outright undelayed burst. Kayn is a prime example of this. His R has a delay, but it's not a delay on entry or anything, it's a delay on exiting. It's Fizz's W all over again. His Q isn't delayed in any way that allows you to react, and his W can be outright impossible to see at times. If he gets fed, you basically don't get to react unless you have insane defensive stats. That'd be fine if "fed" for him meant 17/2 or something like that, but it doesn't, it means the regular as fuck kind of fed of 5/1. You have examples of false reaction times with Zed and Talon, where you theoretically have time to react, but your time to react is basically equivalent to the time it takes for them to mash Q+E (for Zed), or R (for Talon). Katarina also leaves you no chance to react at all if she gets fed. Note, my issue is not them bursting quickly or easily when they get fed. That's their purpose. The issue is when they burst without any squishy getting to react when they're only a basic kind of fed, instead of when they're 3-4 levels up and have 15+ kills on top of them. If a 5/2 Kat runs at Jhin, and he can't two-shot her, he dies. He doesn't get to do much else. An ADC shouldn't be able to 1v1 the fed assassin, unless more fed, but they should be allowed to escape on their own skill.
  • Champions that are too durable for their damage. Cho'gath is always my prime example for this, but many fighters fall into this area as well. Irelia, Xin Zhao, and Udyr are all three big examples of this. In theory, you should only have an decent amount of two of target access (the ability to reach a target to do things to it), damage (damage), and durability (the ability to survive damage. Does not just include basic hp/armor/mr, but includes immunities, general damage reduction, and significant innate shields). Mordekaiser has damage out the ass and strong durability, but his target access is basically zero. Many ADCs have high damage and almost all have great target access, but their durability is usually pathetic in comparison to the rest of the roster. Tanks across the board have amazing durability, and most, especially tank supports, have astounding target access, but their damage is usually only okay at best in early game, and falls off as the game goes on. Some champions that get to have all of these pay for it by either having a huge, glaring weakness in one or more of them (Yasuo's Windwall can just be walked around/through, Yi's Meditate can be interrupted with any hard CC except a root/blind, Kindred's R saves everyone inside of it, and not just Kindred or Kindred's team), or pay for it by being complete ass in early and mid game (Such as Kayle, who has a shitton of damage, great target access, and has her ult and can go into GA for durability. Exceptions do apply if they go somewhere where they inadvertently end up as a lane bully, such as Kayle going top, where she can usually bully her opponent). Cho'gath has insane durability and damage, and his target access is still decent. Xin Zhao and Irelia have solid durability through abilities, good damage, and great target access. Udyr's target access can be weak if you have a significant amount of slows/stuns to counteract him, but you're not reasonably escaping from him when solo if you aren't named Quinn or Ahri, unless you can stat-check him.

There are more, smaller things, but these are the three biggest points I have issues with. And the only three I can specifically remember right now.

TheSingularity2 votes
  1. Jungle: Idk what they did to bring it to such a sorry state, but I just want the exact same jungle as season 5. None of this scuttle wars and piss poor Xp gains. I want my tanks to be able to return to the jungle. So I can support my ENTIRE! team to victory.
  2. High damage champions ending up with too much beef, or vice versa. Examples of the first would be Camille Irelia Jax . The second would be Ornn Gragas Chogath
  3. Too much displacement CC with no way to reduce it. Over half the roster has some form of displacement. Against a comp like this Gnar MonkeyKing Yasuo Jhin Alistar you can't do anything as you're constantly displaced for the duration of the fight.
  4. Stealth champs like Akali need a counter to their specific form of stealth (I can't remember what type it is). To have an "I'm invincible" button is absurd
  5. Too many champions lack meaningful counterplay windows (in that you're playing their game, under their rules, they must stuff up as opposed to you out playing them). Champs like this include Darius Fiora Irelia Leblanc MasterYi Yasuo. Generally they have counter picks, rather than counter play. If you're not one of those picks you generally lose.
  6. Zoe Graves as champions, by design simply aren't healthy for this game. When graves is decent he absolutely decimates every other jungler in the game with a flawless clear that's easy to pull off, allowing blatantly superior jungle pressure and dueling power. Zoe on the other hand, has a "dodge this or you die" spell, which really isn't fun or healthy to play against. Yasuo , the champion so many complain about has a healthier kit than these 2.
  7. The fact that the jungle changes. Every. Dam. Year! My god I just want to jungle in peace. Change something else. Add 50 towers, new base walls like a maze, special minions idk just stop changing the jungle
  8. Tank itemization. Have a thread discussing this. but tanks have lost 850 HP and 55 armor through item changes over the years. Marksman, mages, bruisers. All have $$$ items with awesome stats. But tanks don't. Yes we have runes, but we've always had runes (and masteries) so if you need further explanation go to the thread, the wall of text is too big for a list XD
  9. Armor vs magic resist. The disparity between Magic resist's almost overpowered effectiveness against magic damage and armor's underwhelming effectiveness against physical damage is obscene. 300+ armor, get melted. Buys item 3211 and can now win lane against almost any AP champion.
  10. Balancing on-hit or hybrid champs. They're either overpowered or trash. I think riot needs to make a really good attempt to balance them so they can be somewhat viable most of the time. Not OP or UP which is the general pattern
  11. Turrets way to weak at all points of the game
Dope Solo1 votes

Dev hubris. "Dealing tons of damage" "Tons of damage" "Tons of damage" - Like taking, the worst aspects of the game, ignoring problems they know people hate, Yasuo "tilt incarnate", and thinking its cute instead of recognizing the shitshow the game has turned into.

Quiet Dude1 votes

Armchair devs pining for the “old days”

Aptest1 votes

Every game all lanes stomp

Willow Uvgood1 votes

Fighters having more cc and tankiness than actual tanks due to, kit healing, damage reduction, and of course kit cc.

JarodDempsey1 votes

1: indifference to damage creep for unreasonable amounts of time 2: nerfs to enchanters that did nothing to hurt the primary offenders Janna Lulu 3: lack of promised Lissandra buffs 4: ridiculously late Nunu rework 5: Yasuo w still blocking stuff like Ornn ult (this might be fixed, havent seen them vs in a long time) 6: unjustified shield nerfs to Orianna in 7.16 and now again in like 8.12 or 8.11 7: runes reforged really shat on some mages/mage supports among others and riot still hasnt given a good fix for this 8: riot releasing more skins for the popular champs with tons of skins while other champs sit with terrible/old skins 9: the be system which was a complete failure 10: riot continues to allow smurfing even though it harms new players 11: not replacing item 3083 in aram with something that offers useful stats for people like Zac 12: wasting a support release on Pyke whose actually an assasin who they tacked on the assist mechanic to his ult just to say hes a support 13: riot suddenly being ok with new champ in new roles even though theyve lowkey been on a warpath against off meta play for like 5 years now such as when they removed secondary roles and also how they never consider off meta roles during reworks or how all buffs/nerfs are usually to the detriment of off meta roles such as nerfing the ap on mfs skills, removing the ap ratio on caits trap, the viktor rework, ori shield nerfs, the soraka rework, the velkoz mega nerf, and the early e damage nunu nerf just off of the top of my head 14: riot becoming a police state on the boards as well as in game, overreaching on what topics can even be discussed and infringing on free speech 15: champion favoritism in general 16: riot not allowing voice chat in non premades which effectively makes it a useless feature since premades will likely use a 3rd party anyways 17: poor quality dark star Orianna skin 18: waste Kayle newest skin and only skin in a very long time on pentakill 19: new riven aatrox 20: that Illaoi skin "contest" and riots inability to produce regional vote breakdowns (last i checked, this may have changed) 21: the current state of MasterYi 22: the current state of fighters in general, i see people like Jax and JarvanIV killing people in under 2 seconds, yesterday i watched jax 2hit someone who was ahead of him in level from full health to 0 23: never really liked the jungle rework a few years ago 24: the blue support item being inferior compared to coin on every mana based ranged supp 25:... more will be added if i have time later

PhearBunny1 votes

1- Toxic premades. 2- Players getting banned over disconnecting, having negative kill ratios while split pushing, client crashing due to known patch issues. 3- New player experience is flooded with "smurfs" who are actually just players from reason 2. 4-Matchmaking is and has been in the toilet for a very long time. 5-Champ balance is the worst it has ever been, S tier champs are the only viable champs(Unless your opponents didn't pick any S tiers.). 6-Riot obviously only cares about releasing new content, and making LCS entertaining. 7-Mass amounts of ignored old champions who are so bad its laughable. How long has it taken them to do something about Aatrox? 8- They obviously do not test anything before they release it, just look at Hail of Blades. They made a Keystone that literal no champion uses.

We are all fully aware this game is in its death throes and we are just waiting for the next big phenom to pull us in the way things like, WC3, WoW, LoL, Dota, have done in the past. Compared to other games these "phenom" games are still the best, but by comparison to them in their prime, they are absolutely HORRIBLE. Maybe experiencing WoW/LoL in their prime is a curse, we will forever be unhappy with anything we play, because lets be honest, nothing is ever going to be as good as WoW at its peak, same with League.

KZ Engel1 votes
  1. rengar isn't fun
Karunamon1 votes

All of these problems are kind of interlinked:

  1. Games are far too short. When I started playing League, it was back in S3 preseason. When you clicked the queue button for summoner's rift, it said "Game length: 30-45 min".

I enjoyed the longer games. Each phase of the game was roughly 10-15 minutes in length, meaning it was more forgiving of mistakes. Shorter games mean early mistakes are significantly more punishing.

  1. Games are decided far too soon. Part of this is because of the damage creep, part of this is because snowballing, part of this is because late-game comebacks are very hard to pull off. People will complain about the way people will easily FF without looking at the cause - a pattern that makes those surrenders look like a legitimate option.

When you lose 90% of the games where a 2K gold lead has been established, no sane player is going to want to play roflstomp simulator for 9 games just in the off chance they're playing the 10th.

  1. Since there is little chance for comeback, playing from behind is miserable.

  2. Playing from behind is miserable because there's no way to play passively. Hugging turrets is not safe anymore since turrets are way too easy to kill and do way too little damage. The proliferation of divers, movement speed/dashes, shields and invulnerabilities, and from-nowhere mechanics (Zoe/Kayn/etc being able to come outta nowhere and nail you) with very little counterplay possible all ties to this.

  3. Stomps are not enjoyable to play even from the standpoint of the winning team. I mean wins are nice, but close games are much more enjoyable than one-sided games.

  4. Player behavior, both as a concept and the system as implemented, to not put too fine a point on it, fucking sucks. Whether or not inting gets actually punished more than chat offenses is irrelevant to the fact that the lack of feedback and perceived speed of punishment for chat/gameplay is incredibly tilting and conveys a sense of powerlessness, injustice, and lack of faith in the system. Game ruining is, objectively speaking, a much more impactful form of negativity than chat that can simply be muted.

  5. The ladder is painful. Extra Credits did a great video on this - have a watch and notice how much of the negative sides apply to the design here.

  6. The weakening of botlane tower (it doesn't get a resistance buff that top and mid do) was a blatant sop to LCS pro play while adding yet another tilt source for remaining 98% of the player base.

  7. Too much change too often. Change comes at illogical times (the most recent "botlane diversity" set of patches came in the middle of the goddamn season) and throws the game on its head.

  8. Not enough change when its clearly needed. Last season was dominated by item 3504 which got multiple consecutive patches worth of buffs in the face of increasing player outrage, to the point where it became a game definer in the run up to Worlds before finally being toned back down.

  9. Pros get to hang back from patches the rest of the player base is on. If 98% of players are expected to put up with an abrupt change, the pros should be able to handle it as well.

The JigSAW1 votes

Okay but we might be here a while. I kid, I'll put it to the major ten issues.

  1. Turrets - too low HP, too low damage, too easy to destroy and too little damage. I'm not sure anybody disagrees on this one.

  2. Too much true damage - items, keystones, champ abilities.

  3. Too much change for the sake of change, often leading to reverts (LeBlanc, Kog'Maw, etc..)

  4. YI/Yasuo/Tryndamere/Garen - The most broken four I know of. Garen builds one damage item and five tank items and he can 1v5 - Tryn doesn't need tank since his ult allows five seconds to do anything without dying. Yi has true damage, immunity to attack and movement slows, a heal/damage reducer, 70% reset on his cooldowns from kill/assist during his ult, a critically striking Q, and is the only assassin who can 1v1 tanks and win almost all of the time. Yasuo is just absolutely as bad as Yi but without any cooldowns or mana costs (0.5 second E, 1.3 second Q max rank, 29 second R - with 15 seconds of 50% bonus armor pen just for casting, regenerating shield during combat, double crit passive, 100% lifesteal applying to the Q whirlwind and stabs even if it hits multiple enemies)

  5. Riot Balance Team - For things to get this bad I'm afraid they are the ones causing all the harm right now

  6. No input into reworks/changes/etc - The changes and items are already on PBE when they ask for thoughts. Usually they make it out no matter what.

  7. Awful level-up capsules - I get a 90 B.E shard almost every time I level up. On Overwatch, I get a loot box of 4 items - skins, voice lines, emotes, icons, etc.. its no comparison. It wouldn't kill them to guarantee something decent every 10 levels and every 100 levels something of significant value like a gemstone or an 1850 RP skin shard.

  8. Runes Reforged - The old runes and masteries need to return.

  9. Thornmail weakness - This item should be reverted to what it was, right now its a joke and does -nothing- to prevent healing since by the time you can afford it, its already useless.

  10. Team Builder being removed and blind pick dodge queue timers when you refuse to play with pre-made toxic players or people stating they are going to troll/feed in game. Team Builder needs to come back, period.

Elkington VI1 votes

Not enough permanent game modes (particularly for Crystal Scar).

That's all I care about at this point honestly. SR will always be a balance mess and a mine for complaints and saltposting. People are making the same complaints now as they did 4-6 years ago and nothing has really changed for the better. Certainly not enough to make me want to return to the Rift. It's literally an endless cycle.

Just give us back Dominion/Ascension please, so I can have my fast n' fun gameplay back. I don't care about competitive SR and I never will.

VoraciousX1 votes

From worst to least problematic:

  1. Enchanter Supports are able to ignore AP outside of Ardent Censer because they have items that ignore it while still buffing their shields and heals. This may be able to be moved lower on the list as I haven't played much since the Heal/Shield nerfs, but the items in general are problematic to me because they aren't built for their actives. They're built specifically because they do what I just said, and then the support decides to build like a tank support afterwards because they don't need anything to scale their shields or heals. Another problem with this is that these items are so versatile that almost every support takes Redemption and Locket at the very least. This needs to be addressed imo.

  2. Electrocute imo is too strong(This is coming from a Katarina main). It does have it's downsides but when Electrocute can deal half someone's HP early that's a problem. This is why AD assassins do so much damage as well, because it's adaptive damage, and they build lethality early. Last I've been playing, my most useful builds for Kat involved item 3145 item 3916 item 3020 before completing my first full item because the early pen is so strong(I probably could have done without item 3145 but gunblade is the first item I build in that scenario and the passive is nice). I've stopped using Electrocute because it feels like a crutch. I feel like I get much more skill out of Dark Harvest and Arcane Comet. Duskblade MIGHT also be a problem, but if electrocute was nerfed I feel like duskblade wouldn't be a problem. A suggestion for Electrocute might be to nerf it's early damage and increase it's scaling.

  3. Not enough AP itemization. Sure there are some options, but there's not much for defensive purposes and most of it is just choosing how you want to deal your damage, and I hate building Banshee's Veil. It's like it's half damage half defenses which also cuts it's usefulness as well. I'd MUCH rather Banshee's go back to being a full defensive item because if it's passive is down(90% of the time it is) at least then I could take more hits compared to now. I also would totally love to have Abyssal Scepter back. It feels like Abyssal Mask is so niche now that it's barely even used. This isn't really 100% related to this but damage based champions used to be ABLE to build full defensive items and still do okay. Now it feels like every defensive option damage champions used has been turned into half offensive half defensive, creating issues with actual survivability.

  4. It feels like the Sorcery tree is being made into a pure secondary tree for everyone. Ultimate Hat being turned into Ultimate Hunter and Nimbus Cloak being placed into it's place just ensured that. No mage is gonna use Nimbus Cloak. Wukong, Master Yi, and Kennen are it's primary users. Mages pretty much have choose between Aery/Comet, and then go straight down a specific list(that being manaflow band, Celerity(maybe absolute focus now, not sure since I haven't played much lately since the changes), and scorch(or maybe sometimes gathering storm).

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