Lifesteal from wards, Kalista, and a few other things I think should be removed from the League.
Okay, to start off, I need to say that the League of Legends is one of my favorite games out currently. I put my full trust in Riot to make the game the best it can be, even if I am not happy in the short-term. That being said, no great game is without it's own kinks. First off, I would like to address a certain ability that a group of what I like to call "jump champions" have, and that ability is to hop to any ward that is placed down. This gives said champions
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near limitless access to escape routes. Now Jax, not so much. I can see that Jax has no other real escape besides his Q and his E, both of which have a relatively long cooldown. My issue is mainly with Lee Sin, who not only has this escape, but also a large gap closer, a slow, and a large knock-back ultimate. I would like ward hopping to be removed from everyone, for balance reasons. Speaking of wards, that is another issue I have found. Wards have life-bars, just like champions or jungle monsters. However, I think of this health bar as structural integrity, like what the turrets and other buildings have. I have seen on multiple occasions that champions can regain their health via lifesteal... from a ward. The term "lifesteal" to me, means to sap the strength of a living target and adding it to your own strength. A ward is not alive, therefore it has no LIFE to steal from it. I don't know if this is a bug, or what was supposed to happen, but I would like it to be removed. It doesn't have a large impact on gameplay, but seems a bit odd and out of place.
My next issue with this game, is Kalista. Specifically, her passive jump. I know for a fact that I am not the first one to complain about this, and I will not be the last. But I still want to say it, despite the fact that many others have already said it. With high attack speed, Kalista can escape nearly any situation, save for the hardest of CC or the largest burst, and also is able to continue attacking while keeping things like tanks at a distance. And with such high attack speed, tanks quickly find themselves filled with her stupid ghost spears, so when she re-activates the ability, your armor all of the sudden seems to be ineffective against her. Now, if her passive jump distance could be shortened, or even have it so that units, friendly or not, could block her jump if she runs into them. I believe that maybe her Rend ability should be nerfed, just a little bit, to allow the tanks a bit more of a fighting chance. Thanks for reading, and please tell me what you think about these issues I have found.