Because I got paid to post this assistance.
Hi there. I'm a gamer that rarely plays league as of late due to the problems I have with it compared to other games. But I honestly care less. I've worked on a few other moba's like vainglory and helped them in regards to how to make the game fun and such. Its really more of a mindset thing that I usually charge to help with but since I got paid $100 to just write a quick post on your boards by one of your players I figured it wouldn't take me any time at all.
Now take a note. I don't care about the current state of league or that riot actually listens to my assistance. I'm probably not going to ever play it again fore more then 1 game away from friends unless old Sion returns anyway. But here is what i would do to assist you as you move into the next season.
The idea of having something in the empty space of baron before 15 minutes is probably one of the smartest things ive ever seen a moba do ever. This is what you should keep your ideas around. With the constant cluttering of the map to make the game more of a roaming game it is a good idea to continue cluttering up the map. Its also a way for more things to do if you're behind in the game early.
Now after this the problems start to appear with your other ideas. Warding should never ever be restricted. I explained this to super evil mega corp; the creators of vainglory, and they made a support item that should be bought anyway if your support give you a free ward; that can damage an enemy if he is unaware and stands on it, every 8 seconds. This makes the vision game extremely easy and the damage it does makes it more fun for supports at any level. Restrictions to warding cause players to not bother with warding since they think its not enough to do anything. If I were you I'd make the wards very very accessible. Make them cost 35 gold however have smaller range. Pink wards can remain the same simply because of the fact that the fact that their visible shouldn't matter. Make the cost of de-warding early on very easy. Id suggest an elixir that gives true sight and 25-35 movement speed out of combat. This will make the junglers have more then 1 reason to buy it.
The idea of removing blue 'mana' potions is not a good idea for a reason you might not think about. When you go into any moba there is a risk for buying any consumable no matter what. If there is no risk it should be nerfed. From what i understand you guys did that with your old elixirs. So if you guys allowed a player to buy however many potions they want they should be able to. However if they do they will be losing early game damage tankiness or mobility. Which is the risk. Also I still don't get the idea of crystalline flask. Why not go use dotas idea of bottling a rune and have it bottle a monster smite for junglers? Or maby have it get a ward on kill or assist? Just a quick note every game should understand that there is NOTHING wrong with using an idea from another game. Stealing would require 2 games to be the same thing or else they would be different just by game mechanics on default.
Now that I have addressed some of your ideas for season 6 (correct me if I'm wrong) let me try to assist the game in some of the problems it faces. More specifically the mobility and utility problem. Now, I use to main Sion and had some problems that I had to deal with due to the mobility and utility of this game. Its annoying due to the kiting this game has. And can be a little oppressive. Sure you could make an item like the item that allows players to build movement speed but that just solves the problem for half a second. My solution? To be entirely honest i think you should allow boots to stack. Maby only let the boots stack twice but ive asked around if there has been a time where a meta required carries not to build boots. Apparently in the LCS this has happened. After a certain point in time the carries got rid of their boots and just relied on damage. Which is the reason this can work. With the carries being able to get rid of their boots when they get the gold it means that if you allowed the slower champions to build multiple boots they would be able to get around easily (as well as build 2 of their favorite boot stats) while the carries are relatively unaffected by buying 1 pair of boots. In other words its the same as in that game where the carries got rid of their boots and was still relatively protected as long as they were paying attention. 1 boot more fore the assassins and tanks. This would also allow 3k gold boots to be an option for the game. Meaning that you can put tank stats on a pair of boots that carries aren't getting anyway and completely solve any problem that will be cause by losing a slot.
Now heres the last thing I would tell you to change. The mindset of you making the game. All of these changes come from the mindset of the player makes the game and the producers don't. Its not a very old concept since it only came around the time that MMOs were made. Let me use an example: soraka use to be a champion that was a sudo support and weirdly viable in lane. This was one of the finest moments of the players making the game. They wanted to play soraka but in support it wasn't viable so they just used it in lane with success. So what should you do to make the game for the players to invent instead of trying to force the box of creativity? Focus on balance. You might be surprised by this idea but let me put it this way: you cant make the meta the player has to make the meta. You cant even make the game fun the player instead has to make it fun. For example clash of clans. However you can definitely balance the game. Balancing the game makes the player more able to do whatever he wants in a restricted game (its a good thing).
Now alot of game makers ive worked with have had trouble balancing the game. How do you know what to nerf? how do you know what to buff? Here's what my answer is: If you're going to only nerf a minor thing ignore the nerf and instead buff a character that feels a little weak in an area. If a character is dominating the game buff his counter and the counters of his counter. So in other words what I'm saying is that: rather then doing the easy thing and just nerfing a character try to buff something and make that character stay strong but weaker in scenarios. Its better then to buff every single character in the game then to nerf a single character. But buffing every single character would take too long so if you absolutely have to nerf it.
Well I'm going to collect $100. I have no idea if this will ever be taken into account and honestly I could care less but good luck with your game and i hope you manage to impress people into coming back.