League feels too fast-paced now.
The preseason patch seems like it was aimed at making games shorter.
- Camps/minions spawn faster
- Scaling armor on towers means tower rushing is viable
- Rift Herald buff is super strong for tower rushing
- Cheaper and stronger early to mid game AD items makes tower rushing easier
- Less overall vision (more vision can prevent picks and objectives, stalling game)
- Increased tower and minion gold intensifies snowballing
- Shared bounty gold intensifies snowballing
- Lack of early access to mana regen shifts power away from some late-game champs
- Cheap, efficient AD items and more expensive tank items favors early grouping/objective rushing
- Jng camps have less armor and provide more gold, favoring early-gank jnglers
It's just.. different. I'm personally not enjoying my games as much. I'm not that high in the rank ladder, but my games tend to end in stomps pretty much every game. One blitz hook and bot lane is doomed. One rift herald and top loses tower. First team to get a tower has a huge gold advantage.
"Well w/e man. They're experimenting, and fast-paced gameplay isn't a bad thing. Most FPS games and some MOBAs are fast-paced and very successful." Yeah but here's the thing. League has alot of champions. Some of these champions were clearly designed with the late-game in mind. Here's a quick list off the top of my head.

And then there are the champions who excel during the mid-game (usually thanks to a level 6 power spike or the completion of a couple core items), some of which also scale well into late-game.

See, though, the mid and late-game champs power spikes become less relevant if the early-game champions are so successful. If a
gets a kill and a tower before level 6, who cares if you're playing a late-game champ? They just became all-game champs via intense snowballing mechanics. This harms the overall health of the game by alienating a large percentage of the champion pool.
Here are my suggested fixes.
- Buff mana regen seals from .41 to .5
- Buff mana regen quints from 1.25 to 2.0
- Remove the scaling resist mechanic on towers and give them flat resist value.
- Normalize all tower gold values to 125 global, +50 bonus gold if local.
- Allow us to upgrade trinkets **or **buy greens.
Notice that I didn't mention nerfing the new items or masteries, or buffing late-game champs or their favorite items. That's because I'm pretty sure there will be many changes to come this preseason, and hopefully Riot has already acknowledge some of the larger issues (like perma-buffed yasuo/trynd). I made these suggestions because I have a feeling, unfortunately, that Riot may overlook how severe the above factors are effecting the flow of the game.