[{quoted}](name=Xalasmeni Banana,realm=EUNE,application-id=3ErqAdtq,discussion-id=PAZQxGpm,comment-id=0000000100000000,timestamp=2019-07-26T18:52:13.536+0000)
Yeah. I agree 100% with everything you said. You used to have to manage your skillshots and actually build for CDR. Now its a free stat.
Sadly i believe that Riot saw the success of URF (i never played it so i have no idea what it is) and tried to make League more like URF and Rapid Fire.
The result is the mess that these last seasons have been.
i haven't even played since season 5 (came back to league in late season 8) and the sheer shock i experienced was well, extreme.
CDR was suddenly everywhere, tanks where slaughtering ADC's like there was no tomorrow (remember in season 5 the only counter to tanks where ADC's, whom tanks could almost never duel) and ADC's where kinda a dead pick until hyper-late game (which would never be reached: at 20minutes the either you or the enemy was already in their respective enemies base.)
assassins where killing bruisers in 1 combo, due to lethality being dumb. mages where everywhere and their itemization now had 20% CDR as a minimum. Malzahar's build ludens echo, as it has 600 mana for whatever dumb reason. and ALSO gives an amazing passive + 20% CDR.
malzahar, which from what i remember, used to first buy mana crystal into tear so he would have enough mana, then buy rylai's + liandry's and finish with zhonyas and morellonomicon. now? he rushes luden's (his spell shield allows him to build squishier) and just pushes lane and roams. (to great effect even, for an immobile mage like him.)
mana potions? gone. as where mana issues. strategic use of mana and CD's where a thing of the past, just spam as much as you can to win lane. corruption potion exists, so even REALLY mana-hungry champs like GP wont run out.
not only that, several reworks had happend: the best of them being Warwicks's who was basically visually updated and giving more couterplay, in exchange for power. irelia and akali on the other hand? not so much fair, more like overloaded to the max, this along with the gutting of Aatrox. (that current creature is not aatrox, its a riven who snuck in his skin.)
in general the game was a mess compared to season 5. (for me at least) teamfights had devolved into spam-fests where aiming doesn't matter. tanks die in 2 seconds, adc's vanish in a show of flashiness of an errant support ability. mages are tanking better than tanks and are inflicting true damage to everyone whom isn't building MR (and those that do, get countered by void staff)
game go quicker than ever: gold is more abundant, herald exist to farm towers and forcibly end the laning phase. meta champs are so strong compared to non-meta ones that its not even funny.
indeed, the current SR meta looks more like URF than ever, but in URF there is at least fun: everything problematic has had nerfs on healing, or specially tweaked CD's to prevent bollocks, natural tenacity to prevent a total chain-stun from 1 champ. or straight dmg nerfs to begin with.
all in all, season 9 is just a follow up from season 8, just an even bigger disaster, some month or so ago riot posted their balance scheme: it was based on WR and ban rate alone. what?????
here's a quote from season 4 riot on balancing an (by those standard OP champ) and even admitting that using WR is a terrible idea.
We bet nobody saw this coming.
Warwick's popularity (and subsequent insanity in the win rate department, even though we don't like using win rate as a statistic because it's loaded with so many other variables but let's not get into that) is a perfect storm of changes to preseason systems, the jungle, and the latent powers within his kit. We all know Warwick should be lowered a peg (or two. or five.), so we've decided to focus on Hunter's Call and Infinite Duress.
We're going to be monitoring Warwick heavily to see if we need to go harder, but we're confident this reduces his power enough that you might actually be able to compete with him in games. 60%. Never forget. Now let's not talk about win rates again (seriously though, win rates are a correlation of game health, not a cause).
end quote. i think this paints a rather grim picture: riot REALLY needs to up the work at balance (and not band-aid fixes either) in order to fix this mess of a game.
That's all.