Preseason thoughts so far:

Bionic Avian·11/26/2019, 9:48:43 AM·5 votes·3,808 views

So it's preseason, everyone's favorite time of the year aside from the mid-season patch.

As per any preseason, it's easy to get lost in the vitriolic state of change, especially when they've been becoming larger in scale and impact, though honestly I'd dare say this season's preseason takes the cake for any sort of large-scale changes.

Mind you this is a perspective. It's way too late for me to be putting in the energy to research all of this, but I wanted to offer what I've been observing over the course of this preseason.


Jungle

  • XP Changes make the early game pretty unforgiving if you fall behind. ~ No catch-up XP means no chance to get back into the game if you're getting absolutely slammed in your jungle. I've been noticing a rise of aggressive counter-junglers as a result of this. I do feel like players should get rewarded for successfully counter-jungling the enemy jungle, but this seems like the wrong way of doing it.
  • Dragons. OH DRAGONS. RNG has taken root in another element of gameplay now - pacing and map dynamics. Some champions get pretty hard-hit by specific dragons, or benefit disproportionately from some. But the unfortunate part about it is - there's no consistency. Each game is different with the soul that works its way around the map. Oh and don't forget elder. No words needed on that one, the execute can make or break a game for either side. It offers a unique comeback tool, but I feel like with the overwhelming strength of the Dragon's Soul, it's just far more unlikely that it'll have much of an impact.
  • Herald: Honestly I like this change. Even if it's not bringing people top to get it, the fact that it's weaker but has multiple spawn-opportunities sets up staggering timers for teams to pick and prioritize specific objectives, and set up rotations from one epic monster to another in a clean sweep.
  • Baron: We have yet to see what Riot has in mind for this legendary objective. They've stated they wanted to buff it to compensate for the time-changes, but how is the question?

Bottom Lane

  • Support items: With the loss of the coin line, and trade-offs for income being made for raw stats, it feels pretty hard to be able to create much opportunity as a support to provide multiple utilities to a team. Actives and key support passives cost a lot of money, and it poses the balance issues as follows:
  • Lower the cost of these items at a cost to their stats: this makes the items more unappealing to carry-lanes or utility-bots in top/jungle, but offers supports strength in items.
  • Reevaluate the gold income of supports and adjust the items: This solution allows for supports to remain relevant. It seems kind of extreme for an item to mitigate an expense of upgrading the item, just to have those savings dumped into a raw stat for damage in it. When does a support Nautilus Taric Thresh Leona etc ever care about getting AD/AP from an item? It feels so strange and backwards for a change to put the value of the item into the stats rather than an active or a unique passive that allows it to be stronger than sightstone with AD/AP that actually prevents you from farming into the late game.
  • Create value for the support role that isn't abused by other lanes or "supports" tenfold: With the rise in popularity of different, non-traditional bottom lane pairings, traditional support-class champions deserve more to this if the gold is going to stagnate for them after an item income of 1k gold. There's some solutions to be had here, but they're far from low-hanging fruit.
  • Bring back sight-stone and open up the opportunity for unique actives on these items: Sightstone was nice. Having vision is VERY nice. And this season makes it much harder and riskier to establish vision alone. Having more eyes on the map is nice, winning or losing, and this could justify the loss of the warding passive if the items saw a valuable active being added to their design. Sure, more champs would have vision. But if a player takes sightstone, it makes it easy to abuse them for the lack of defensive stats rather than HP.
  • The Alcove: I've been playing with this some in terms of vision. Doesn't feel like much yet, but definitely isn't insignificant.
  • Priority increase: Since Dragons are significantly more important now, bottom lane pressure is immense.

I'll be adding more later perhaps, but these feel like some of the more impacted positions as a result of these changes. Just some thoughts.

What does everyone else think? Curious to see what people are thinking about these changes so far.

5 Comments

NTrumpWeTrust11/27/2019, 12:35:02 AM2 votes

As a support I just absolutely hate ocean drake. It creates WAY too many important additional ward sports that I can't possibly cover alone. It makes tanky supports even more essential because if there's a random assassin waiting in one of the extra 700 bushes somewhere I won't be immediately one shot.

Support item changes feel like crap. No mana regen on spellthief feels like trash until you can get idol/chalice, heavily nerfed gold income when you finish your ward item also feels terrible. Why am I punished for completing the item path?

Alcoves are cool though I'd look into how vision works if being attacked from the middle part of the alcove, seems a little wonky. Having 3 bushes instead of 2 really adds a new layer of vision control that is more dynamic, so I'm all for it.

SheikhEleazar11/26/2019, 11:40:20 AM1 votes

When I play support Lux, I literally dont buy the support item anymore. Ill inveitably have to clear waves, which brings in reduced gold

Smyrage11/26/2019, 5:05:40 PM1 votes

The champions you mentioned all scale with AP as well.

Profirix11/26/2019, 11:03:19 PM1 votes

I'll be honest, none of my support games have lasted long enough for the income change to matter. I think this might change a teensy bit with the dragon nerfs and tower buffs but all in all games usually come out as a stomp. There are no more close games as the team with the greatest dragon control just seems to win the game every single time.

I have no doubt though that if games lasted longer I would hate having to deal with the loss of income.