League of Legends - Optimizations
#Old Runes League of Legends has become the most broken game after the removal of the old runes. I will explain you why - Back in the days where the old runes existed you used to put always - magic resistance runes and armor runes for every character in the game. Now when the runes are gone you dont have that feature anymore. Certain champion in the jungle struggle because of that , and not only jungle - ceirtain characters that are vulnerable against AP struggle too. I loved the way how the old runes gave the ability to customize your character. If you want to put attack speed - then put attack speed runes , if you want movement speed - put movement speed. To me customizing your character with different runes is skill. Like imagine playing Hearthstone (its a game where you build your own card pack and then try to beat the oppenent. New players that are new to the game often experiment with different cards and the same thing goes for the runes in League of Legends. Basically removing the old runes caused an earthquake in League of Legends. Think of it like a shock wave - from the beginning you dont feel anything but after some time you feel the consequences.
Note:
- Old Runes had a huge impact on League
#Electrocute The other problem is that some of the runes deal alot more damage. Like Electrocute (Thunderlords). The old Mastery - Thunderlords* Dealt much less damage than the current one. The current one deals too much and that gives a big bonus to assasins to deal more damage in the game. And not only that - mages pick that rune too just because of the bonus damage. I used to play alot of Lee Sin - He was buffed 2 or 3 times i think. The first time was because of the removal of sightstone, the second buff was because he needed more. and the third buff i dont understand. Now i just hate that champion because he deals too much damage. The three buffs + the electrocute made him really annoying to play against him. Im not hating the champion im just saying how bad it is.
Things to do:
- Runes like Electrocute and other runes that give damage should be Nerfed
#Shields
I didnt like the support nerf for their shields - All supports got their shield downgraded to 2,5 sec shield duration. I get that putting a 6,0 sec shield on a ADC was a problem because it was too strong. But i think it should be more reasonable value. Most of the assasins like talon - when they build
both of this give +18 lethality. You think that a shield that is nerfed and its 2,5 seconds will help the adc to survive? I dont think so. Many people will be forced to max the engaging abilities of the support like Janna Q , Karma Q to deal more damage instead giving a shield to their ally's. Its like supports dont exist anymore. I hate it because you have to deal more damage to the enemy team and win instead of protecting your own teammates. If you play against an AP lulu in lane you will feel how disgusting it is. This characters that i meant - Karma,Lulu and Janna have to be with less damage but with good shielding abilities. That's what supports have to be
Things to do:
- Give a proper shield duration for supports
#True Damage Another problem is True Damage. True Damage has no counters. The thing is - if you want protection against AP you build - magic resistance , if you want protection against AD damage you build armor. But "True Damage" has no counters because there is no item that gives protection against this. And lately this true damage feels doubled in the game. Having too much true damage in the game makes me dont want to play the game because its no fun.
Things to do:
- Decrease True Damage in the Game
#Damage Acceleration I was watching shaclone video yesterday and he explains it very well. You as a person that is ganked by 2 guys you have less outplay potential because the damage is so high and it takes just seconds to die. The damage accelerates really quickly and by the time you want to do something to outplay both of the enemy players you are already dead. You should check shaclone's video
https://www.youtube.com/watch?v=KecDJA6VUJw
#Towers Towers right now are really in a bad spot. Most of the time when you are ganked by 2 people - towers dont deal enough damage to kill somebody. Often the 2 enemy players will be still alive after they dive you and kill you. I think ganking a person under tower should be more dangerous - (more risky). Because towers in my opinion have to be strong and protect you from enemy players. The other problem with towers is that they have too little defence - Imagine if you are mid lane and you are going to bot lane to gank for you team. And the other mid laner is pushing your mid lane and then comes the enemy jungler. It take only 2 guys and 10 seconds to destroy your tower. By the time you return to your tower you will notice you dont have it. Towers are very easy to destroy.
Things to do:
- Increase tower defence
- Increase tower damage for more players if they want to gank you
#Buffing Champions I dont like the idea how champions are buffed. Most patches buff the damage of the champions but never really focus on their defensive stats. In fact their defensive stats are getting destroyed to the ground. And if you want to balance the champion - only focus on their Damage. Tanks in my opinion have to have strong defence but less damage. So more focus on the Defensive stats and less focus on the damage stats. I dont have to explain for all classes but you get the idea.
#Too much mobility in the game Currently there is too much mobility in the game. Some champions have tons of mobility in their kit. The mobility increases you chance to kill somebody - whether its ganks or chasing... .
Compare this
and this
Compare this
and the new
Compare this
and this 
I dont like the idea of - too much movement speed in the game
#Too much CC in the game
Back in the days when i started to play league they was not so many champions with CC abilities. CC become even worse after
rework came out. Since then most of the champions that were released had stun in their kits
If you have a CC team you have more chance of winning the game :/
#Not many viable champions to play Some champions stay at the top and some champions stay in the dirt forgoten by the players. i really hate the idea
And in the end i want to say the thing i hate the most. Some champions have more than other. Im talking about their kit. A perfect example is
or
>
?? . Yasuo regenerates shield while walking and that shield is way damn too strong on the other hand you have a strong W - gives the ability to block projectiles for most of the champions in the game. Has an strong E that let him dash through minions and reposition himself whenever he wants. His passive which is my favorite - Yasuo's Critical Strike Chance is doubled.. When he presses his ultimate he gains 50% armor penetration and resets his shield from his passive
So you got:
- Shield from passive
- Shield from projectiles W
- Armor Penetration
- Critical Strike Bonus
- Dashing Abilities (E)
Lets start with this guy 
Has a really strong passive that lets him hit twice. His Q that makes him untargetable. His E that gives him True Damage. His Ultimate that gives him Movement Speed and Attack Speed
So you got:
- Hitting Twice Passive
- True Damage
- Insane Amounts of Attack Speed from his R
- Because he has such insane Attack Speed he can spam his Q and be untargetable for longer time [Resets Q easy] The problem with this champion is that he is really annoying to play against him. You receive 9999 damage in just 1 or 2 seconds and you cant even try to outplay this guy.
- This champion has a simple kit but yet so annoying. It just takes only 1 stun and the enemy is dead. Only one E and he is already dead.
#Tanks feel weaker
Tanks feel really weak right now. When you enter a teamfight you just die in 3 or 4 second because of the insane damage. I think tanks like
or
need some HP improvement :) Since they are engaging tanks