Speaking just on toplane:
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Top-lane carries have become a very large thing.
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This is the snowball meta.
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Top-lane still remains a veritable island despite the rift herald and junglers will often ignore their top-laner even with the insane snowball risk.
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First top-laner to get ahead thereby snowballs out of control, being completely unchecked by the jungler and the fact that a single kill can give you all the lead you need in a lane match-up (given that it can also mean much more creep for you as well as potential tower gold).
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Enemy top-laner is now free to roam post-tower destruction and massacre other lanes, being a fed carry.
I have had a game like this as Teemo against Renekton where he built half a full damage item and was able to one-shot me (despite armor) under my own tower. I then had to leave lane, farm jungle, and suck on scraps for 20 minutes because the lane was so uninhabitable that I could not safely stand within 800 units of Renekton. While my team suffered under Renekton's snowball, I played as smart as I could and came back heavy-handedly, clocking out as the highest damaging champ in the game with the most kills and actually the least deaths on our team. This was at the cost of our Vayne's ability to do shit, however, and she died a total of 17 times (granted, her positioning was also not good in the most generous phrasing). Renekton, an early-game stomp champ, was still terrorizing into late-game having built nothing but damage/resistance hybrid items (which are veritable cancer right now), and we lost at around 55-ish minutes.
Honestly, the last part isn't actually the important bit here - it's that we weren't posing a threat to the enemy team until 40 minutes into the game. The rest of the time was a desperate defense and struggle under some of the most chaotic sieging I've had to play against. The only viable strategy was for me as Teemo to camouflage in an area outside our turret, wait for the enemy ADC to get low off of poke, and then assassinate them and run. It was miserable. It was anti-fun. It lasted so fucking long each time that at one point I actually got an alert telling me I was about to be kicked for being AFK (that's not a joke, the siege went on for 5 minutes with the enemy held off by nothing but wave-clear and Renekton having built no armor yet, and the knowledge that yes, I had shroomed all under our tower).
This meta is quite possibly the worst so far, not because it's more unbalanced than in the past - god knows the early days didn't know what balance was. No, it's that it's not just unbalanced, but it's also long. Riot wants to keep that "comeback potential" in the game, but it's such an uphill battle to actually achieve that that the effort isn't even worth it to begin with. But it's still there - if the enemy actually risked diving towers at 25-30 minutes, they would likely lose unless they were so decisively far ahead that you might as well sit in base for all the damage you actually do back to them. So the enemy has to play it safe and draw out the game, but everyone knows - you watch it and you know there's no way in hell if they have any brain at all. So what should have been over quickly - because it's been over since long before - is now just drawn out to oblivion. Every game is a slow death by stagnation. It's just not fun anymore. It isn't - it'd be upsetting if every single champ just snowballed and ended games in 15 minutes flat, but at least then you can know, have it over with, and move on quickly. As it stands, I look at the queue up option and I wonder if this game will actually be an enjoyable and close game - or if it'll just be another, dreary waste of 40 minutes in which we live in denial.