You've added too much urgency to the game and it kills calm decision making
Honestly, the way you have the game set up is actually detrimental to overall game health. I get you wanted to force this whole, "You should be able to work together as a team if you want to move up" mentality, but this is actual garbage right now. I hate losing games the way I do as it stands. People like to say things like, "don't feed and I'll carry". I used to be able to stand by those words. I use to feel like I had a chance to make a comeback if I took the game slow and planned out what I wanted to do.
Right now, I feel FORCED to have to FORCE plays in order to come out on top. If my forced plays work out, I win. If they fail, I lose. That's what this game comes down to right now. Obviously, there will be those one offs, but those are few and far between. Riot, honestly, you really need to reel back. And I mean REEL back on A LOT of things. Here are things I think need to be addressed:
1: Constant buffing. Stop. STOP -- suggestion:
- QoL changes. LOTS of them. Kit adjustments. Power shifting. You don't need to raise DAMAGE to make champs good again. Start tuning EVERYTHING down
2: Shields/Heals - Duration too long/up too often
- We have adequate enough ways to deal with heals, but there has to be a way to start either dealing with shields or lower the duration of them and have more skill expression when using them. Well timed shields should come with benefits and mistimed shields should have more sever punishments
3: Obviously, damage. Tone it down, nothing else to say here
4: Held back by your weakest team member and inability to play around your strongest.
- What this basically means, is that the ability to solo carry is out the window. Honestly, it's time to stop forcing these snooze fests in soloQue. Your game only works slightly in competitive as it stands and soloQ is a mess. Your weakest team member, especially if they lack any kind of utility, can cost you the game. This has always been the case, but not as much as it is this season. With proper rotations, wave managements, picks and split pushing, you could cover for the weakness any of your allies had. Being 3-4 levels above an entire team was enough to practically solo carry and almost 1v5. Now, 1-2 people depending on kits is enough to shut down a person 3-4 levels higher. This is actually atrocious. People should be rewarded appropriately for playing the map right. I get you may HATE one person turning the tide of a battle, but I much rather get stomped by one person than an entire team. Or LOSE because one person on my team basically isn't up to par.
5: Highlight objective focus.
- League doesn't have enough of a focus on objectives. This will counteract my point of 4, but it's also what you SHOULD'VE done in the first place. Objectives, such as dragon/herald baron should NOT be soloable. At almost any point in the game, these objectives should require at minimum THREE members to secure. Any less makes them too EASY, doesn't advocate team play and makes it neigh impossible for proper set up and preparation. These are things that should be looked at and offer better, TEMPORARY bonuses. I think permanent boosts from dragons are unhealthy for gameplay and have way too much invisible power in the game. It was a nice attempt at diversifying gameplay, but at the moment it's not accomplishing any tasks. Just making games more snowbally than they need to be and add unneeded calculations into equations we shouldn't even have to have. Winning these objectives should provide beneficial boosts to allow teams to secure other adjacent objectives if they PLAY the MAP properly. This means, you don't just get a lead and think you can set back and enjoy the free stomp.
I believe this adds a more HEALTHY form of urgency to the game, while advocating teamwork and still incorporating enough strategy so that league evolves from the slapstick that it is today into the great game we use to have.
6: Item restrictions.
- Look, I get it. You love the diversity and freedom of choice you "think" you give players. This was great for league back when you had less. But as it stands, you have too many champions. I'm not say that this is a BAD thing, but you WILL not and WILL NEVER balance this game how you may think you will if you don't start locking out certain items that ranged users can abuse. Gnar and urgot being the exception, I'm sure you can find a pretty easy workaround for that. But Riot, honestly, you need to stop being hard headed about this. Black clever has gotten gutted thanks to ranged champs, and honestly the easiest work around for it would be to make an adc alternative that offers the armor shred bonuses that doesn't give health and get abused. You want more diversity and item choices, restricting items is actually your stepping stone.
7: Jungler impact.
- I don't want to say that junglers have the biggest impact, but honestly that impact is TOO big for top lane. I can't play aggro top lane at the cost of getting absolutely ravaged by the jungler. Yes, top lane is in a terrible spot. Yes, I main top lane. Yes, I'm now complaining about top, but that's not what this thread is about. I specifically avoided this topic, but I just had to get this out. Here's what I suggest: having a jungle item cuts exp in half for lane minions and increases exp gained from jungle monsters and epic monsters. Getting major objectives such as dragon/hearld/baron gives an added exp bonus for junglers (remember, TEMPORARY bonuses. This can either be flat exp gained or a buff for bigger gains for a time limit). This further increases the need to focus objectives, taking away early game jungle power (ganking at the cost of levels) and enforces a more healthy style of play. But, this has some drawbacks as it benefits farm heavy junglers like Lee and Shyv too much, so some tweaking is in need.
That's basically all I have for now. I'm probably renowned on this boards for complaining too much, but since Riot and everyone else wants PROPER discussions with some suggestions, I thought I'd chip in my own 2 cents.
and
support. On Zyra it feels significantly easier to kill other champions. By contrast I like to build Bard tanky for the purpose of wading into fights to be a stun machine. Since the patch it doesnt matter if you take Resolve and stack pure tank items it barely makes a difference to your durability. I can, however go Comet or Electrocute and build Lich Bane + Ludens and be just as much of a damage threat as the next guy. It feels very much skewed in favor of dealing damage which hurts playstyle choice as well as champions who do better in longer fights.