Just wanted to elaborate on a few things since I've hit the limit on the first post.
- Damage in general is crazy overtuned. A level 3 Leona with aftershock can single handedly remove 75% hp from a "Tanky" support like Blitz, Shen, Thresh and Nautilus or outright burst down the ADC by herself with a combo plus Ignite.
A level 6 Illaoi with a long sword, health crystal, basic boots and corrupting pot can 2 v 1 the enemy top and Jungler as long as she hits her E and Ults when below 50% hp.
Nasus whom should take a while to become hard to beat in a 1v1 is winning at level 4 because the armour shred and magic damage from his E makes him difficult to itemise against.
Same deal with Corki, his ability to do massive amounts of AD and AP damage with a strong armour shred let's him build Crit so the team with him effectively has 2 ADCs with insane DPS that armour won't scale hard enough to counter before he's already destroyed your lanes with his crazy good roaming.
Then you've got the hyper carries coming online by mid game and having a very easy laning phase due to armor and mr being so low that they're meaningful from level 3 onwards as opposed to after they complete 3-4 items.
- Zombie wards made vision control too easy, Vision control used to be a skill set, knowing when it's safe to ward, where to clear and look for sneaky ward spots and so on. Now it's more difficult to come from behind with good vision control because wards are everywhere thanks to Zombie wards.
It also makes it difficult for Junglers to gank once a sight stone is built as the lanes will be constantly warded with no windows of darkness. Warding is now a spamming affair as opposed to a limited and tactical resource.
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Mana may as well be manaless. With biscuits, presence of mind, manaflow band and Klepto pots being all available, every mana based Champ will take one or multiple allowing them to spam abilities mindlessly without ever having to worry about ooming. If mana is going to be this meaningless then the bases of the abilities must come down as the mana pool gate is practically none existent.
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Stealth Champions have literally no counter play. Oh your carry is fed? Be a terrible shame if that Rengar two shotted them out of stealth. Oh you want to stop me diving as Akali? I'll just pop this shroud and sit in it until I can dive again, then I'll run back in it. Oh you're grouping near baron? be awful if Twitch 100-0'ed half your team in 3 shots from half the screen away with spray and pray. The only counter play here is if they themselves completely screw up (every Vayne main ever) give us back true sight on pink wards to separate the actually good stealth champion players from those crutching on an overloaded kit.
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Absolutely horrendous nerfs and buffs. Galio getting over nerfed then becoming a one shot mage then nerfed back to irrelevance, Morgana becoming an impossible to deal with Mid laner because "lul pool on raptors, full health" then nerfed back to support. Sona now forced to build like a midlander while supporting because they took away all her bullying power. Meanwhile Nami pokes 25% off your carries health with no items and heals hers for the same amount. "Balanced".
Don't even get me started on league of black cleavers 2.0 riot has planned for next patch. I Garen tee it'll be reverted in a week after the boards are full of ADCs getting two shot by every Zed, Talon, Camille and Riven main that'll rush it.
- Some runes are just straight up garbage. Glacial Augment would be better if it actually gave you a discount on Frozen Mallet instead of being it's much more inferior excuse for a Major rune, in fact I'd add a lingering burn (like corrupting pot/red buff) to Mallet when you complete it to keep the rune relevant on Mallet builders.
Minion Demateraliser, I understand the concept, it's just.... So bad. I'd add an effect to it that when used on a Cannon minion it gives you 2 MR and Armour (lower to 5 Demateralisers stats are permanent and stack to 10) emphasising using it on Canon waves and on Tanky supports with Relic shield to make conditioning actually useful for them (you won't have armour items by 10 minutes to make use or the bonus, synergy with free stats off dematerialiser and relic shield execution would be fab and create moments of contest over stopping the tank support getting near the cannon to use it)
Ghost Poro wouldn't be bad, if it didn't have to compete with Zombie ward and eyeball collector and it was actually invisible in the brush. Right now you just see the outline, ping your Jungler to warn them and they'll go around it. Or if the wave pushes enough, walk into the brush and scare it away. Make it actually invisible and grant true sight (Sorry Rango, Eve and Rat we need to actually be able to counter you somehow)
Similar issue with water walking, it shares a space with two much better runes. Now I get it has its niche on certain champs like Hecarim, Udyr, Yi and Janna.. But are you really going to give up that CDR or Adaptive scaling? I'd like to see Water Walking have a persisting movement effect that slowly drops off as you are on "dry land" you can tweak champs that could abuse it accordingly, it just offers options to others that want to roam but can't afford to give up that CDR.