Lets outline the most important issues for the game right now
Lets show collectively all in one thread the BIGGEST issues for the game all around that need changed. I'm not talking "Oh gromp needs his armor lowered by 2" or graphical updates, I'm talking gameplay issues.
Lets start by the obvious
Damage Creep
Damage is higher than any other meta right now. Keystones, masteries, and items and base kits make it so obliterating someone is easier than ever, and champions who buy just a single offense item
can obliterate anyone in 1v1's. Damage creep is so high that ADC's are the best damage dealers because of the safer range they have.
Damage needs lowered ACROSS THE BOARD. I really don't see being obliterated from QWE in .5 seconds an appropriate way for the game to be played.
Counterplay matters
Lately champions have been coming out with little counterplay in mind. All of them theoretically have counterplay of "Don't be in range" or "Dodge the skillshot", but that applies to every champion in the game. More counterplay needs to be added against specific champions. This does not mean you add it to every champion to counterplay every other champion (looking at you
)
Kiting
Half the champions in the game aren't viable because it's too easy to kite them. Mobility is at an all time high, and items like
effectively mean you will not get away from them and you will never get to them. Champions that once saw play like
but now every champion has two dashes, a stun, and two slows, on top of the items meaning they will never get anywhere and are forced to be played like a pest and split push.
Tank stats don't matter unless you are ahead
Building dedicated tank on anyone but a select few champions is a death sentence. Armor shred and armor pen is so easy to acquire that unless you build bruiser and have damage to fight with you aren't soaking ANYTHING. You are either a Utility tank like
or not at all.
Range vs Melee matchups are way too one sided to be considered fair
Just by being a ranged champion can put so much pressure that that fact alone will drive them out of cs almost permanently. It is not surprising to see a ranged vs melee matchup to have a double farm advantage. Ranged champions being able to keep you from csing UNDER TOWER is even worse.
Courtesy of Fondling Gems-
League is a major combination of 3 important points.
- Skill. Being able to outplay opponents is an important component of any game.
- Game knowledge. An important element of League is being able to predict what is going on, knowing what fights you can take, and being able to exercise excellent decision making to build an advantage.
- Teamwork. Teamwork and communication is a very important element of any team game.
Now lets analyze why Instant damage is both good, and bad, for these points. Skill
Pros:
Means that regardless of your health if you are capable of avoiding and dealing damage for a short amount of time you can take most fights.
Highlights reflexes.
Cons:
Means that a small mistake is the end of you, there is no room for error. It also heavily punishes people who are more focuses on the other areas and less skill based.
It means the meta is whomever is the best at dealing large amounts of damage in a short time while avoiding enemy damage.
Results: High amounts of damage in the game has roughly equal punishment and reward for high skill players, but harshly hurts people who play from say, a game knowledge standpoint. It also hurts the viability of other champions. Game Knowledge
Pros:
High damage rewards players who are good at catching enemies out. It helps assassins do well in killing a target then escaping.
Cons:
When power creep reaches high enough levels it doesn't make much difference what role you are trying to fill. It becomes a game of either being the killer, or being able to lock down the killer so your killers can kill them.
It changes fights from being strategic fights into skill based ones. What does it matter if I could play Nautilus and know I can chain my cc long enough then Q to a wall to make you chase me into my team when it takes me 1/2 a second to decide on my course of action and I am dead in 3/4 of a second? The faster a fight is the less room there is for decision making. It becomes a kill or be killed game. The mindset is how best to abuse your kit to do damage and avoid damage instead of how best to utilize your kit to do what your kit is designed to do. For example J4's kit is built around tanking and disrupting. However due to damage creep his kit is played around gapclosing to one shot people. It stops using game knowledge on how to trick enemies and utilize different tricks and only focuses on how best to kill people, nothing else.
It pushes people out of using the tricks in their kits and into following the exact same kill pattern over and over. Example: During the tank meta I played a lot of Naut. Even when my goal was to keep fighting I would sometimes Q to a wall just to buy times for my cds. Now 90% of fights I just blindly use my abilities on my target whenever they are up because the name of the game is League of Legends killing. Why would I ever Q the Kha'zix jumping on my adc when my adc is going to be dead before my Q hits Kha? Better to Q the Syndra instead so it is a 1 for 1 trade.
Results (Slightly biased because I am a very game knowledge heavy player, not a skill based one): Speaking from my own perspective while there are still as many decision to make outside of combat, they aren't added to by damage creep. In combat however the options available to me are a fraction of what they used to be. I USED to be able to peel a Zed if I played well. Now? Zed can use his W as a gapcloser and still kill my adc before I can do shit. My best hope at that point is Qing his shadow in the hopes of catching him when he jumps back and cc killing him in return for my carry. Suddenly I no longer have the option of peeling for my backline as an engage tank. I am either our engage and that is it, or I am little more than a cc bot trying to stand next to both my carries at once. That is 50% of my combat decision making now. Teamwork
Pros:
I am blanking on this. I tried man, I tried.
Cons:
How is my team supposed to react and help if I die in 2 seconds? Collapse and fight a 4v5? What is teamwork when the game is which team can sacrifice fewer damage dealers to kill more?
Results: More damage means less chance to help out allies. In fact trying to help them often means just taking a buttload of aoe damage and promptly dying a few seconds later
Anything i missed? Add more below.

are so unfair those champions have to be broken as well. You basically have to snare/stun and drop 3000k damage with 0 warning to actually kill the meta champs these days.
- the hero we need to not need.
,
,
,
,
all have some and that's not an exhaustive list. Tanks have a disproportionate amount of %HP damage, more than any other class.
has too safe of a laning phase and too good of an early game. What's the point of playing Jax when Fiora is better infinitely? True Damage changed to Magic Damage would solve a lot of problems.
Lower his 3 hit passive percent damage, that is insanely too high for a ranged champion.
Speaking of low cooldowns. Yeah, I don't know how to fix this mess.
buffed.
all nerfed while
are all buffed to become better junglers. Basically, adjust all of them to even them out.
jungler's buffed, not the item, the champions. All of them. You nerfed them because of devourer, now you remove devourer and leave them with nothing.
Why does his QE having higher AP ratios then Xerath's QWE and Viktor also gets more AP than Xerath, and Viktor's abilities are easier to land? How is this even remotely fair?
just lower the early game power a bit.
I mention him because I hate him yet he needs some buffs. Here's what I say, lower range or replace his ult. Lower range and maybe ult is fair. No ult and his high range is fair. You can't just have the best range in the game and the longest dash and the best peel ult.
small buffs to early game.
Some MR per level. (People can complain Mao'kai doesn't have it and he gets it, comeon guys.)
Not outclassed by Azir, so give her a bit more early game power.
not really sure, I guess slightly larger hitboxes?
less MR.
volley range down by 25, damage down by 10 at all ranks.
Less passive AD (Is 40% @lv18), more scaling on AS to AD.
nerf ult MS a little bit.
Small buffs to base stats. (I tried playing her once, laning felt just so unbearable.)
smol buffs.
up Make it Rains slow a bit, up base damage a bit.
late game is outclassed and early game is garbage. What does he need? Clean up his animations, grant CC immunity or tenacity during Counter Strike. I'll talk about his ultimate later.
less healing. What if Executioner's makes him useless? Then remove Executioners.
Buff courage on minion kill, that's it. Might be missing a few.
he's banned in high elo for a reason. 3 second cooldown Q that deals about half someone's health.
. Lower MS, lower damage reduction. 12% damage reduction is a lot. I'll put it into easy terms to understand. A kayle at level 18 with Rylai's get's an effective 700 health while 1v1ing with PD. There's a reason Mallet PD is built on Jax and Yasuo.
This item has so many problems. Deals so much damage. Raise the HP difference requirement.
one of the worst, most poorly designed items. Just remove it and actually balance healing. Doesn't need to be an excuse for not nerfing vlad, doesn't make Darius and Olaf's healing useless.
can this be "an assassins answer to tanks" like Riot said it should be?
ZAP - hits you even when it clearly doesn't.
you're not gonna win games....and even with those three they have to rely on there team.
and the removal of Green Wards nerfed me as a PLAYER. I know Riot intended to get the rest of the players involved in warding but that job is still on the support for the most part and 3 Sightstone charges and a pink isn't enough, not in this post cloud drake/mobility creep world.
and
. Both items were so good for there cost they got nerfed. I can't remember the last time I've seen a Righteous Glory. On top of this, on caster supports, even some of the utility scales off of AP, which you don't want because the damage-scaling from AP is often bad (Unless you're playing a mage like Annie, Morg, or Brand). Further still, you won't even get a full build unless neither team can end the game...and it doesn't matter who you play, most supports are going to build the same thing. Almost every game. Gold item,
and boots. These four items. With very few expectations.
or
or
or
. Every support has to build these items. You have it worse as a tanky support because you have to shell out 1100 for
so you can be tanky...on an item that requires your to CS minions... that your teammates will take in the late game because they need items too.
and