This is WHY people don't like the changes.

Dragko·11/13/2015, 5:23:57 AM·98 votes·6,736 views
  1. people do not like changes(that is a big part of it)

  2. the masteries of the game force you to play how riot wants you to play. I cant max my attack speed and my cooldown? What kinda mess is that?

  3. Riot has been taking away peoples abilities to build champions in different and unique ways. Back then it worked, but when you take that away you are basically saying "We want you to play THIS WAY and if you deviate from our wishes your game will be crappy"

  4. The jungle is consistently getting harder and harder. The idea is that junglers have it too easy so they continue to tweak it to make the jungler have a hard day.

  5. Too many items got removed. This does have to do with the whole "we no like change" but it also screws over a lot of people. especially the AD junglers who build warrior and wanted the armor pen.It was bad enough that it was the only one without an op special enchantment.

  6. The changes to some champions just further my point, For example Kog'Maw lowering his ap ratio and basically taking away his ability to actually use his ult. This reflected the way Riot changed runeglaive just so Ezreal couldn't use it for ap.

  7. The masteries again do not help ap laners very much. I had all the pages opened up for all these different champions and now I really don't even need any of those but maybe 4.

    This honestly isn't all the reasons people don't like the direction of the game right now but these are some factors. Its really sad because I hear this talk of "Champion diversity", but what about "Player diversity." Honestly I played adc Kog'Maw very few times because his ult doesn't do as much dmg but he does have a good early game as ad and a poor early game as ap. But I loved being able to feel smart and act like actual artillery and rain fire on my enemies from behind either a wall or a wall of my allies. This was taken from me and I feel jipped of an experience. Of course you could argue with me for 6 days about how he is still a viable mid ap. But the fact of the matter is he will never be where he was once because I am forced to use his auto attacks. instead of his abilities because obviously AD is stronger than AP on him.....
    

109 Comments

RisenDarkKnight11/13/2015, 12:27:14 PM34 votes

None of these reason are really what most people don't like. It's that towers are incredibly weak so games end extremely quickly and are one-sided. A large part of league of legends was late game teamfighting and strategy and that entire phase has basically been removed. It's all about early game laning/ganks and a small bit about mid game powerspikes/teamfighting.

Earl Eulrich11/13/2015, 12:54:09 PM20 votes

\8. weaker turrets really limit the comeback chances, as inhibitors can fall after a bad fight at min 15 already 9. less vision overall leads to very snowbally games - the new system seems to be tuned for a lcs-jungle-sightstone meta, but it just doesn´t work like that in SoloQ 10. masteries and item-changes mostly benefit AD (and mostly critusers of that spectrum), while AP feel sorta discriminated 11. the item-changes took away actual diversity (non-crit marksmen had been a thing before to some extend, now there´s no way to not go crit anymore - also effectivly hurting ad-casters like jayce)

alfavhunter11/13/2015, 5:37:49 AM13 votes

They need to make an ap Mage keystone

Idea

After using 5 spells your next auto attack restores 15% of your missing mana and 1.5% of the targets max HP as magic damage per 100 AP

With the removal of mana potions this keystone would be amazing on some mid laners for mana regen and damage, while being balanced in the fact that it takes 5 spells and its bonus damage scales on AP, nullifying the ability for AD casters to use this part of it

It also keeps it as magic damage letting MR still help negate it

It also has less burst effect vs squishy targets and helps them kill tanks

This is strong for both spam mages and burst because burst will get more AP, spammers will get to use the effect more

This change is also good because it enforces that mages should try to get some AA damage in when spells are on CD

This keystone would also put champions who are currently weak like Cass into a better spot with better mana regen mechanics

Edit: this would likely go into the cunning tree

PabloMaster5432111/14/2015, 1:26:16 AM6 votes

This game has gone a lot downhill since it started, i had a ton of fun in season 3 though. I honestly dont know why riot bothers doing this stuff everyone hates it but apparently riot doesnt care what the people think.

kaellidor11/13/2015, 5:42:21 AM5 votes

you are somewhere in the ball park of my feelings on the patch!

James Ubersom11/13/2015, 12:12:48 PM5 votes

The jungle got nerfed dude.

Specter02711/13/2015, 1:08:58 PM5 votes

Couldn't agree more with No. 2. The choices are "meaningful" in that I'm pissed I can't take things I want or I'm forced to spend 5 points on something that I see no value in. For instance, as a Jungler, both T1 Ferocity talents would be excellent. Attack Speed for autoing monsters, Spell DMG for nuking them and champs. Feast actually works for junglers now, but I'm stuck choosing between it and double-edged, which hurts in Jungle but is great for ganks. At T3 I'm deciding between two piss-poor masteries, Vamp which is negligible for when I need sustain (early) and Natural Talent which scales but doesn't help at all early.

No. 4 is right on. How to explain... in some ways I feel like the Jungler got stronger. He can snowball like crazy. Can really crush a lane. Not being able to purchase vision wards seems to create more gank opportunities. But, the Jungle and Jungle Items and Jungle Masteries seemed to have gotten nerfed into oblivion.

Jungle is still a pain in the ass to clear and can set me way behind the enemy lanes if my laner screws up. Upgraded jungle item feels more expensive, but gold per monster kill was removed from jungle item too, so that could be it. And don't get me started on potions. Health Pots being more expensive is something I feel on every back. Tier 1 Rechargeable feels like noob trap (buying it and knife instead of 3 Pots is missing 200+ HP on first clear). Hunters Pot underwhelming at best and feels like it slows my power spikes WAY down.

Finally, old Jungle Mastery pages were efficient as hell. 21/9, x/21/x, The mixed Udyr, I ran some 13/17/0 too on Volibear. I could always get some raw damage, attack speed and cdr to spam abilities when I had my first blue buff. Getting both buffed HP and reduced damage from monsters masteries was doable and efficient. The new mastery system seems like a clusterfuck to me as a jungler. When spec'ing a Jungler I often feel like I'm deciding between taking the Keystone I really want and giving up talents that'd help me early or taking the tree that helps me the most overall, even if it means giving up a really swanky Keystone.

I also agree with OP's final thought. I can't choose to do different things or bend a champion through runes and masteries to fit both the meta, team needs and my preference, but I'm being pigeon-holed and forced onto things that aren't enjoyable to play.

Dreadlocks11/13/2015, 6:59:50 AM5 votes

I hate the bounty system. I know i'll prob catch some flack for this but it feels like riot is making it harder and harder for someone to individually carry a game.

Bixits11/13/2015, 3:07:07 PM3 votes

I agree with a lot of your post...but also wanted to add that I hate the new changes to the stealth ward trinket. I play mid and ALWAYS upgraded the 250g to get my new trinket around lvl 10. After a slight cooldown I could place 2 wards, and after another cooldown place a 3rd. I always tried to have 3 down at any given time. Now with the "new" trinket I can only place one ward. It the timer on the ward is 120 seconds yet the "cooldown" of the trinket is 120 seconds. When 1 ward is dead, I have 1 new ward to replace it with, it's not fast enough to place even two stealth wards at a time. This is so stupid. I always had both sides of river warded during the laning phase and if I went to bot to help I would ward dragon or tri bush if the support was out of wards. I get if you want to remove mana pots but I don't want to invest 500 gold to get the upgraded potion that provides mana. It's really crap that you then have to go and delete clarity too. I main Veigar and he is really mana heavy, I always got 2-3 mana pots at start and took teleport and clarity. I would be able to sustain in lane until lvl 6-8 until I had to go back. I like the ADC changes but please change the ward trinket and allow clarity-to allow mid laners the ability to have mana sustain without investing in another item. Also, for the argument about people saying to buy pinks, that's great until you have a full build or all slots taken up. I'm not going to buy sightstone as a midlaner and it's not the supports job to ward everything, as they can only put 3 down at a time. Also to add that the new AP starting item is broken-as of yesterday morning would not grant any bonus AP on kill or assist.

Amta31711/13/2015, 4:16:03 PM3 votes

I'm just upset with the changes in general. It ruins game play for me. I play support and I wont be able to make good enough gold to support anymore. I guess i'll be sticking with aram now.

Solaxo11/13/2015, 4:43:43 PM3 votes

Making changes isn't always bad, but Riot's changes are too big. Which caused some sudden clusterf*ck

killerkriskg11/13/2015, 7:05:31 PM3 votes

What I hate about these new changes are the ward changes. seriously, these new wards that upgrade themselves are beyond useless. I would much rather prefer spending 250 gold every game I reach lvl 9 for two, reliable and very cost efficient wards at my disposal. The stealth wards were also useful but are replaced with vision wards now, That's kinda ok but you only get to put one down before the previous one gets destroyed.

Back to the trinket, I am not buying sightstone on anyone other than jungler or support just to get a reliable source of vision. The trinket rarely reaches 2 stacks and their decay time is off putting, especially since they still look like ugly 60 second wards that die instantly and provide little to no beneficial vision. When I hit lvl 9, I have a very confident play-style since I know I have self-service vision. Now? I look down at my trinket to see a stupid 3 hour cooldown at what feels like every level, then I see 1 or 2 vision wards that I know will only go so far.

I don't like pestering supports for vision, but apparently riot want to turn supports into vision bots again.

I supposed most of this is because I play vision reliant champs a lot, mainly Katarina Syndra but even when I play Riven Fiora and other fairly intimidating champs, I hate having to cling close to my team because the map is pitch black due to a lack of wards on my... well, everyone's end.

ofart11/13/2015, 10:43:05 PM3 votes

I'm really sad that AP Kog doesn't work anymore as either poke or an AS on-hit champion. He is dead as a mid laner and already was plenty unique. My favorite champion was deleted overnight.

Pawn of hearts11/16/2015, 3:19:30 PM2 votes

I agree with number 3 doh.

CLEARLY the game feel more like they in control each and every game you play. you cant decide for yourself.