One thing I've been wondering Riot
About this preseason. How is a mana potion more OP than a
. Because they innately benefit from MR and Armor as well as heal a proportionally high amount based on your max hp. A squishy with 500 hp gets technically more effectiveness than a person with 600 hp assuming no armor and MR differences. Everyone has different HP regens too, so on people with low hp regen it is much better than someone with high regen.
On top of this you remove SotA but leave
and add in
to make it easier to build into it. It as OP in the right circumstances, but if something is permanently OP, you can't just remove it? (
cough cough). They could have easily made an item with an effect like flash to replace it a long time ago, making mobility more important and a trade off. Instead you are stuck playing can't go anywhere near
because she bought
and has CD from masteries. And why she is such a easy person to show the problems of this game.
You nerf grievous wounds overall and make it more common, but don't nerf healing to make up for hence
got really strong. This also caused an indirect nerf to
because
now is no longer halved if its cast by someone else.
On the other hand you did some amazing things, like making homeguards permanent and free after 20 minutes.
Back in pre-S4 you didn't like snowbally games were back then, but now it's even worse than ever and you haven't gone back on it. You could end games easily in S5 near the end of the season, my average game length was 35-40 minutes. Which isn't that bad. And when a team got steam rolled it ended in under 30 minutes. Sure there were a few 60 minute or longer games here and there, but at least I felt like everything mattered past the early game.
Seriously Riot, why all the contradictions this preseason? Can someone from Riot explain this to me. Like why are all of this contradictory decisions in the same preseason and why do half of them go against what you previously wanted to do.