Current Problems with League as of December 5th

Taliyahc·12/5/2017, 9:53:58 PM·1 votes·234 views

This post is merely what I've seen playing in league matches lately and I just wanted to give my feedback on everything I've seen preseason cause that I dislike.

  1. AP vs. AD mid lane

Hexdrinker and AP Itemisation were already heavily complained about really tilting the scale in favor of AD Mid laners vs. AP laners or even top lane sometimes. Now all of a sudden nullifying orb is up constantly in lane absorbing extra damage alongside the one item that AD Laners need to rush to dominate lane.

In short : item 3155 > item 3191 I can get 3 shot by a zed, but if I land a full combo as Leblanc it'll do barely anything and is completely annoying to deal with.

  1. 2 Too much Damage

As a support main I kind of slacked off on the role to have fun during preseason, but as I'm getting back into the role the major thing I'm noticing is the instant burst. Of course other lanes have this problem too, but I've experienced the most of this in bot lane.

One q auto attack from miss fortune would do 400 damage and completely shock me as to how quickly my health vanished early game. It just feels like with these new runes everything is bursting so quickly without enough time to react and counter.

  1. 3 Towers are effectively worthless

For those people saying they want the games to go faster and towers are supposed to not be so strong you're just... wrong? I agree no one wants to stall out a match for 60 minutes. Right now, however, people are diving you under your turret with this excessive damage at 5-6 minutes in and getting out unscathed thanks to turrets doing nothing. Even worst is the fact that once you die it is highly likely that your tower will be at least half way gone if not completely destroyed thanks to how weak their health bars are.

To make it even worst we even have a rune now that will literally help you take down towers faster? We've complained about turrets before this preseason why would it make a good idea to add this rune in any way?

  1. 4 Games snowball way too hard.

Just last year you might go 0/3/0 in lane, but if you just play it smart and cooperate with your team you had a chance to farm up, make it to mid game, maybe turn around a couple of team fights and still win the match.

Nowadays you die once, your laner chunks or destroys your turret and you can't even safely farm in your lane anymore. Lately I've felt like 75 percent of matches are a complete stomp for one team as they just snowball out of control with no chance of a comeback for the opposing team.

  1. 5 New runes

My biggest complaint has been the introduction of the new runes. I applauded last year's preseason changes from league because they really revitalized the experience of league without completely breaking the game or really alienating older players.

This preseason, however, came with new runes that have just completely broken certain champions while leaving other champions in the gutter.

We have Ezreal with Kleptomancy reaching an 84% ban rate in Korea as he has little to no counterplay.

Multiple supports and mid laners abusing Summon Aery which was meant to be an enchanter rune, but has turned into a damage dealing thunderlord's proc.

And the biggest complaint of the new runes is DAMAGE DAMAGE DAMAGE. Almost every rune gives you some path to doing more damage then before. Why take strategic runes like Glacial Augment or Unsealed Spellbook when you can hit someone with aery multiple times in lane to poke them down or kleptomancy to speed up your first item and unlock more damage.

These have all been mentioned before I know, but these are my personal complaints with the game right now and I have honestly been playing less and less during this preseason as the changing process to fix the game has felt too slow to excuse.

I love this game, I love Riot games and I think they'll be able to fix this, but for now I'm just not happy nor do I think a lot of players in the community are with how this preseason turned out.

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