My personal list of things that i hate in League of Legends now.
[I'm not a english native, if anything looks unclear, please, ask me and** if you are polite**, it will be a pleasure for me to reformulate]
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- Nothing was done, since League of Legends exist to punish players who spam the entire game "report X, report Y please". Let's be honest, these guys are more annoying than the true troll that you can find 1/100 game. These players always want to report a player because : he don't pick what they want, he fail a smite, he lose lane, he got a bad game. Their attitude is also responsible of most trolls : when someone start to lose or tilt, they push him further
Why the hell did you not make "asking a report", something forbidden ? That's the most common and most influencial type of toxicity.
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- True damage was designed to be unique, uncommon and extremly satisfying. Now, is possible for everyone to combine multiple true damage source (inside champion kit, blue smite, ignite, red smite, infinite edge, red buff, ancient dragon buff, conqueror, elixir of sorcery). I'm a Tryndamere player but i don't think that fun to do far more true damage than a Darius in PBE for exemple (even if you don't play jungle). Also ... it will not work. Offensive champions who need tankiness for survive will become even worst (hello Garen, did you like that your E damage is inferior to the one that right clic you during the duration of your spin ?), supports will still have too much survability because of their kit + synergy with ADC while true tanks, especially toplaners will become secondary supports (and i already feel that atm, without the PBE changes).
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- Why League of Legends is so restrictive when it come to damage dealer champions ? Why League of Legends is the only moba without reliable melee carry (don't told me that Yasuo and Tryndamere are : you cannot play them instead of an ADC) ? Why ddi you not like different type of duellist ? Vayne is a ranged kiter with anti-tank possibilities, so why Mundo can't be a melee tanky carry with the disavantadge of being a melee without dashes.
Why did you think that fun that ranged physical damage dealer represent 90% of our real lategame options (with some champions like Ryze, Azir or Fiora) ?
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- I also don't understand what happen with champions kit these days. Champions like Camille, Fiora or Irelia are extremly adaptative because their kit have more possibilities. This natural superiority have to be balanced with inferior damages compare something similar, but with an inferior kit. Yes, most of them need more learning time to be mastered, but mastered, they shouldn't be better than a easier champion also mastered (someone who play 2000 games with Garen or should be able to carry like Ekko or Fiora when he play right).
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- Can you please try more things when it comes to reworks ? I can see that you will rework Akali after Aatrox but ... champions like Garen (even at low elo, that's your worst juggernaut) Pantheon (this one is probably the most outdated champion in the game and also the most generic champion when it come to design : that's your random hoplite when he should be your kryptonian Hoplite), Morgana, Kayle are more binary, weaker and less versatile. I don't ask to make them extremly complicate (Warwick was EXTREMLY binary, a ultimate bot, now he is simple, but still have possibilities), but to make them fair (for the player and also for the opponent).
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- Why counterplay concern only some champions ? You always talk about clear strengh or weaknesses, but their is champions who have a lot of clear weaknesses, when some don't have. I can't find a single match-up where Camille or Irelia don't have any chance to do anything. However, i see a lot of situations where some simple champions can't do anything or can't be countered at all depending of the match-up.
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- Champions with extremly high skill cell should have a bit inferior winrate, especially if they are a very large playerbase. If Camille have 55% she will be far, far far more broken than a Pantheon with a similar winrate and a ridiculous playrate. Don't push us to pick skilled champions only if we want to have equal chances to win.
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- Do not let champions extremly overpowered for most players because they are fine in tournament or don't even played. Janna with the highest winrate AND playrate is not something good. However, when some champions are extremly awful in general, if they become strong one patch, you will immediatly nerf them (directly or indirectly). A metagame volibear can't exist more than One Patch. A metagame ADC or support with 55+ winrate however, will always need 3, 4 patches to be rebalanced.
Their is other things, but that's what i have in mind here. Feel free to debate, agree, disagree, but stay calm.