We need more nerfs, not more buffs.
When something is too strong... YES, please nerf it! This doesn't mean then buff the hell out of every champion that was taking advantage of an OP item to make up for the loss of how ridiculous that item was.
When champions are so strong in a meta that they have a super high win rate or crazy pick/ban rates... YES, please nerf them instead of buffing everything else to help them deal with them.
You aren't going to be able to kill the snowballing nature of the game when you're constantly buffing everything... base stats, items, scaling... to catch up to whatever is currently the strongest exploit in the game.
Overall, I think a lot of things need to be nerfed, from champion base stats to items and their scaling to cooldowns.
- I think the changes to armor penetration only worsened the snowballing.
- I think RNG crit should be a bigger risk for players who choose to focus their build around it.
- I think 40-45% CDR shouldn't be an absolute for every mage pretty much no matter how they choose to build thanks to the crazy amount of CDR on items combined with runes.
- I think stats like armor penetration or lethality, cooldown reduction, and critical strike shouldn't be available on so many items, or that there should be a bigger trade-off for choosing to get so many items with those stats.
- I think high-burst trades should be riskier for champions capable of them.
- MF shouldn't be able to land one Q and kill half the enemy's hp bar with nothing but a doran's blade and b.f. sword. without any help from her support and while safely behind her entire wave of minions. That kind of damage isn't okay without forcing players to take bigger risks to make it happen.
- Actually I think marksmen in general should be about sustained damage in lane and team fights and not about burst at all. Burst should be left to champions who go on cooldown after they complete their combo, and not champions who can just keep shooting, knowing that every other shot is going to crit for 600 damage.
- I think there isn't any possible item or champion that should allow you to burst an enemy in a couple seconds from 100 to 0 in the first five minutes of the game.
- I think turrets should be strong enough that players can't tank 3-5 shots in the first 10 minutes of the game to perform early dives without dying or death-defying abilities.
I don't mind having shorter games. I mind that games are shorter because so little is required to get ahead and snowball the game into the ground. I think slower but smart, methodical play should be more rewarding than taking one big risk early and lucking out or winning one trade in lane to establish a snowballing lead.
These are opinions based on my experience of the game. I admit I lack a lot of insight more knowledgeable players could add to the discussion, but am open to having the discussion.
Please share any thoughts or additions you might have.
main. The build made for a terrible healer, did pathetic damage, but was able to wade into fights with strong defensive stats/CDR and get solid Q stun angles, ferry my team around with magical journey, and block skillshots for them, etc. It wasn't your standard Bard playstyle, but I very much enjoyed it. I come back to the game and have tried countless iterations of Guardian, Grasp, Klepto (to get tank items faster), Spellbook, etc. and none of them work. You melt to nearly anyone unless they're massively behind in CS. Meanwhile, I can go Electrocute and build damage items and do stupid levels of burst.