Who else hates that Runeglaive was changed? More specifically, the why.
So as I understand it, from the patch notes (and from what I've seen of Runeglaive Ezreal at work), Runeglaive was changed not due to being overpowered per se, but because laners were actually getting it from time to time and that wasn't the "intended use." Why does that matter? Unless it's overpowered, does it really matter if laners get jungle items? Why pigeonhole people to specific build paths simply because that wasn't the intended design.
Am I the only one who thinks that speaks very poorly to the philosophy of this game's design? Why is creativity being stifled instead of encouraged? We've seen it in the past too. Things that weren't specifically overpowered were changed simply because they hadn't been thought of. Just as one example, that I feel has actively hurt the game: Jungle camps now enter hyper hp regen mode so bloody fast now to the point where I sometimes accidentally force a hard reset on the minion while not even trying to use the snap mechanic, with only 3 snaps-- why was this changed? The answer is because Riot didn't think ranged junglers should be able to survive the jungle very easily. But was it overpowered? Were the typical junglers made obsolete? I don't think anyone would argue either of those things.
Meanwhile, Nidalee, because she's intended as a jungler gets a root on her spear against jungle monsters, even though she frankly didn't need a buff.
It's just a really weird and overly controlling mindset that I think is bad for the game's evolution. Sometimes people think of ways to use things that the creators had never thought of, and I feel that should be embraced in all things, League of Legends or otherwise. Actively trying to remove that facet of the game is making the game a lot less interesting than it could be.
Anyone agree with this?