If u were Riot what would u have done for Preseason ???

Sydney26·10/19/2019, 6:44:35 AM·9 votes·9,562 views

I personally think that what riot announced for Preseason of Season 10 is by far NOT enough to solve the issues League has since Season 8 ....

soooo now your turn? What would u have done or announced for this Preseason?

63 Comments

nGio10/19/2019, 8:43:42 AM11 votes

All pvp game modes open permanently. URF, Blitz, Ascension, Hexakill, OFA, etc. All that shit available 24/7.

Riot is rolling out a bunch of new games, so it's time they stop telling us "unpopular", "new client", "but you'll get burned out", or whatever excuse they're selling at this point to keep us engaged in watching competitive or pretending that we'll all grow up to be pros if we shuffle into ranked SR LCS Simulator.

They should just unvault the fun shit, since ranked will remain an active dumpster fire while they put their resources into phone games or whatever.

RadeticDraws10/19/2019, 7:59:27 AM11 votes

I'd do something about all the damage in the game It aint fun when everyone is assassin now

Stephenizgod10/19/2019, 8:21:42 AM9 votes

since season 8? lol game has been going downhill longer than that bud.

Personally if I had to give some bullet points for Riot to check off, I'd say lowering damage is at the top because dying in less than a second isn't very fun nor is it strategic. Plus look at Worlds, its fucking boring... one team gets a minor lead and just steamrolls, makes a pro team look like a team of silvers trying to fight back against impossible to beat champions.

Nerf problem champions like Pyke and Yuumi, no reason for them to be so overpowered. Nerf all the problem champions and then slowly build them back up, don't leave them in this extremely broken state for so long. If you can't balance them then you made a serious mistake releasing them.

Less RNG with Dragons, since they are so much more impactful now the RNG needs to be toned down or at least more clarity. Keep the changes because I do think the elemental map thing could be fun once we get used to it, i just don't like the RNG factor. Dragons Souls are all terrible, remove them all and just keep the map shifting thing. Elder Dragon buff is stupid, remove it.

Don't give Top and Mid more XP, you are just going to turn Bot lane into more of a fiesta than it already is. Top side jungle should be more open, more pathways through it so its easy for a Top laner to roam around. If mid lane is going to be able to influence all three lanes, Top lane should be able to influence the Junglers. Top lane should be able to pressure enemy Junglers and come to the aid of their Jungler faster if need be.

Keystones are terrible, runes reforged is terrible. Start dialing back Runes influence on the game, they have become a key component in the damage spike this game has seen over the years. The more champions rely on these Runes the more balance problems arise. They break certain champions, and some don't have a good Keystone to take and thus fall behind others in their class. Its just all around a bad system, time to do away with it and introduce something less impactful but still useful and customizable for your match-ups. Just simple stat increases will do fine, may be boring but no one every complained about the old system.

Crit needs a rework, its pretty stupid to lose a fight because the enemy got a lucky crit and did 3/4ths of your health. You should always be aware how much damage your opponents and your own champion are capable of doing. Champions like Yasuo and Tryndamere shouldn't have Crit in their kits at all. Take too much of their power budget and make them near impossible to fully balance.

Finally Tank Itemization needs work. Tanks shouldn't have to deal damage to feel useful, champions like Poppy and Zac make it very hard to buff tank items as they are really hard to kill and dish out a shit ton of damage. Just give Tanks more options that benefit them the more they build Tank. Make them feel actually useful, like the gold they spent on their items isn't completely overshadowed by a carry building 2 items. Revamp scaling tank items, add some new ones. The game needs more MR items in general, not just for Tanks, so add in some options there as well.

Kai Guy10/19/2019, 7:18:51 AM8 votes

Tribunal 2.0

FartWorshipper10/20/2019, 4:34:36 AM7 votes

personally I would abandon the balance of my game in favor of releasing overtuned champs so players are more inclined to spend real money to keep up with the latest broken champ, plus all their shiny new skins, in order to make as much profit for my Chinese overlords.

Daddy Ants10/19/2019, 1:29:28 PM7 votes

Remove Kaisa Sylas Yuumi Zoe Pyke

Revert Blitzcrank Q buff.

Revert every buff given to Leona Nautilus this season.

Revert Patch 8.10 (Jungle patch)

Revert Patch 8.11 (ADC patch) and undo most of the "compensation" buffs given because of 8.11

Blakiepug10/19/2019, 3:54:38 PM6 votes

I would destroy runes reforged permanently. Worst update to the game ever.

gileskd10/19/2019, 8:42:10 AM6 votes

revert taric and galio (or if enough people like the new versions, keep both,but the newer versions get new names)

change aftershock give a small amount of armor and magic resist give it scaling %, the more armor you buy, the more you get remove the damage remove proccing off cc (no damage now, no surge of armor/magic resist)

nerf damage all items with attack damage receive a -5 damage nerf item 1036 -5 damage item 3153 -5 damage (only 1 per item, upgrading parts together removes multiple(having 6 long swords in inventory is a bad idea))

all items with ability power receive a -5 damage nerf (same as attack damage) (don't have 6 item 1052 in inventory )

(early game -5 damage early game, -30 damage late game if you build 6 damage items)

increase armor and magic resist cant take the same approach as the damage (6item 1029 would be too much) Malphite Rammus Taric item 1029 +2 armor any upgrades +3 armor any full items +5 armor

same for magic resist item 1033 +2 magic resist any upgrades +3 magic resist any full items +5 magic resist

revert the armor 90% of the champions got when aftershock were released (I think it was Leona, braum and a few others(the champions that synergizes with it would abuse it))

TL:DR tanks are tankier damage toned down and that is the preseason, monitor for the 1-2 months of no patches. let it have time to settle, leave room for people to adjust, learn, adapt. be open to feedback.

True Garen10/19/2019, 7:21:17 AM5 votes

Rolled back to like 7.16.

BBKong10/19/2019, 8:26:34 AM5 votes

Just go back to S4, S5, or S6, baby. Good old days. Keep new champions (maybe not some reworks, cough cough) but make sure they're balanced around what those seasons were like. Easily becomes the game we loved back then.

Oh, and fix the dumb ass client.

[slayer-pantheon-thumbs]

Infernape10/19/2019, 12:51:18 PM4 votes

Make AP bruiser items

Jennifer42010/19/2019, 2:43:49 PM4 votes

ANYTHING but adding more damage and rng to the game. they literally couldnt make it worse unless they do this one thing. and they did this one thing.

D357R0Y3R10/19/2019, 8:45:57 AM4 votes

remove klepto completely make the resolve tree actually giving tankiness instead of hidden damage runes item 3124 item 3152 removed from the game item 3146 Active is now a skillshot, no longer gives omnivamp instead it gives spellvamp + lifesteal like the old one (so it can't proc on onhits damage). item 3285 No longer procs secondary effects like comet and liandry %penetration no longer works with flat penetration or lethality (shares the same unique passive) item 3078 Sheen damage reduced from 200% to 150%

Armor formula changed to give higher %damage reduction after 150 armor.

Dr Dog10/19/2019, 4:55:52 PM3 votes

legit just revert to season 5 and work back up from there, its too far gone at this point

preternatural10/19/2019, 8:39:10 PM2 votes

move duo to flex

Akali is SO HOT10/19/2019, 7:23:51 PM2 votes

Revert Akali and Aatrox

Nøctμrne10/19/2019, 8:48:26 AM2 votes

Fix the client

Rhegatis10/19/2019, 2:02:03 PM2 votes

REVERT ASOL, NERF DAMAGE IN GAME, REMOVE PLATES, REMOVE SNOWBALLING SYSTEM, SO EVERY GAME IS NOT LOOKING THE SAME

iLLp10/19/2019, 3:37:33 PM2 votes

All champions that have 3-4 skins or less (not including default and skins that are not available all year round) are taking priority for skins while any champion not meeting these categories will be put on wait until the other champions are given a skin. Any champion that does not meet this requirement will also be exempt from receiving an ultimate skin. (victorious skins will maintain the same rule set)

item 3025 is now a melee only item (eat shit ezreal 'and this is coming from an ezreal main' )

Summoner Spell rework

  • _Summoner spells are no longer a choice you make before entering the game _
  1. In order to acquire any of the current summoner spells you must spend 450g for the desired summoner spell of your choice. Once purchased your summoner spell will take up your summoner spell slot
  2. Maximum amount of summoner spells has been reduced to one
  3. You are allowed to switch to a different summoner spell in game for free. however if the current summoner spell is on cooldown, the time will continue counting down until you can use the new summoner spell you selected
  4. Keybind for summoner spell is automatically set to D and will require you to change it to your prefered keybind if you so choose

summoner 21 Reworked You can now shield yourself, or a chosen ally up to 400 damage. This effect will persist for 2 seconds and now has a cool down of 200 seconds

summoner 1 Reworked Removes all disables INCLUDING suppression and grants a spell shield that lasts for 2 seconds and now has a cooldown of 200 seconds

summoner 3 Buffed Target an enemy champion, slowing them by 30%, and reducing both their damage dealt and attack speed by 40% for 2 seconds. (650 range) 260 second cooldown

summoner 4 No changes

summoner 6 Reworked Grants a flat 30% movement speed increase and now has the ability of moving through units and passing through terrain for the entire duration Acceleration is removed Cooldown is now 220 seconds

summoner 7 Removed the following: Champions affected by Heal within 35 seconds cause subsequent Heal casts on them to be 50% less effective.

summoner 14 No changes

summoner 11 comes free with purchase of jungle item

summoner 12
Reworked After channeling for 3 seconds, teleports your champion to your cursor. Teleports can now be cancelled Effect: Global 400 second cooldown

If a turret damages any champion below 50% health they will now be executed

**Supports items can now be used to pick up wards and place them somewhere else, including allied wards they did not place. **

Alistar After successfully stunning a champion, the champion will receive grounded for 2 seconds after the stun wears off

Amumu E now causes grounded for 2 seconds

AurelionSol Ult now has grounded for 1 second

Bard Landing a stun causes grounded for 2 seconds after the stun wears off

Braum Landing Q now causes grounded for 1 second

Karma W is now a skill shot when landed causes grounded until their opponent escapes or gets rooted

Nidalee Landing spear now causes a bleed and grievous wounds

Volibear E now fears everyone within range

Skarner Skarner revert, fuck these dumbass spires.

"Crystallizing Sting STATIC COOLDOWN: 6

Crystal Slash Crystal Slash and Fracture Fracture apply a Crystal Venom stack on the target enemy (up to 3 times)

At 3 stacks, Skarner consumes them and his next basic attack is enhanced to deal 20 − 105 (based on level) (+ 100% AD) bonus magic damage as well as Stun icon stun the target for 0.5 / 0.75 / 1 (based on level) seconds.

Crystal Venom and Crystallizing Sting cannot affect the same target more than once every few seconds."

"Crystal Slash RANGE: 350COST: 16 / 17 / 18 / 19 / 20 MANACOOLDOWN: 3.5 Crystal Slash old ACTIVE: Skarner deals physical damage to all enemies within range.

PHYSICAL DAMAGE: 20 / 30 / 40 / 50 / 60 (+ 40% bonus AD) Hitting an enemy with Crystal Slash grants Skarner bonus attack speed and bonus movement speed for 5 seconds (stacks up to 3 times) Subsequent casts within the duration deal bonus magic damage.

「 BONUS ATTACK SPEED: 8 / 10 / 12 / 14 / 16% 」 「 BONUS MOVEMENT SPEED: 2 / 3 / 4 / 5 / 6% 」 「 BONUS MAGIC DAMAGE: 20 / 30 / 40 / 50 / 60 (+ 20% AP) 」 Basic attacks reduce Crystal Slash's cooldown by 0.5 seconds (doubled against enemy champions)"

"Crystalline Exoskeleton COST: 60 MANACOOLDOWN: 13 / 12.5 / 12 / 11.5 / 11 Crystalline Exoskeleton old ACTIVE: Skarner shields himself for up to 6 seconds, gaining bonus movement speed that increases by an additional 16% over 3 seconds while the shield holds.

SHIELD STRENGTH: 80 / 135 / 190 / 245 / 300 (+ 80% AP) 「 INITIAL BONUS MOVEMENT SPEED: 0 / 4 / 8 / 12 / 16% 」"

" Fracture RANGE: 1000 / 70SPEED: 500COST: 50 / 55 / 60 / 65 / 70 MANACOOLDOWN: 12 / 11.5 / 11 / 10.5 / 10 Fracture old ACTIVE: Skarner launches a blast of energy in the target direction, dealing magic damage and Slow icon slowing all enemies hit for 2.5 seconds.

MAGIC DAMAGE: 40 / 75 / 110 / 145 / 180 (+ 40% AP) SLOW: 45 / 50 / 55 / 60 / 65%"

" Impale RANGE: 350COST: 100 / 125 / 150 MANACOOLDOWN: 110 / 100 / 90 Impale old ACTIVE: Skarner rears his stinger and brings it down on the target enemy, Root icon rooting them for 0.25 seconds, dealing magic damage, and Suppression icon suppressing them for 1.75 seconds, at the end of which the target takes the same magic damage again. For the duration, Skarner can both move freely and drag the target around with him (cannot attack them)

「 MAGIC DAMAGE: 100 / 150 / 200 (+ 50% AP) 」 Impale consumes all active Crystallizing Sting Crystallizing Sting stacks for bonus magic damage.

「 BONUS DAMAGE PER STACK: 50 / 75 / 100 」

MAXIMUM TOTAL DAMAGE: 350 / 525 / 700 (+ 100% AP)"

iV0lt4GE10/19/2019, 4:38:54 PM2 votes

I would have reevaluated every item, stat (AD, AS, AR, MR etc) and champion and just tried to make it as balanced as I can. If there happens to be a meta where a champion is stronger, the balancing would cause them to be slightly better than everyone else compared to now where meta champs are must pick champs. This would open up more playstyles and motivate people to play whatever they want to.

Also I would restrict new champion releases to 1 per year and revert some reworks like Akali and Irelia. This is mostly due to the same thing happening whenever a new champ is released/reworked. First they suck then after 2 weeks, they becomes OP as hell, then get nerfed to the ground until Riot is satisfied. It also creates the problem that champions with more complex mechanics are always superior to simple champions which gives you very few reasons to play the simple champion.

EDIT: This is actually what I hoped would happen this preseason because many ppl complained about power creep and what not, also im a major Azir fan and I wanted to see some changes where he could be played in solo queue.

2000shadows10/19/2019, 6:42:38 PM2 votes

Not make a pointless alcove

nerf all the damage items and add def stats to defensive items then slowly add back/remove the def and damage to reduce the amount of burst in the game.

go back to the original runes and mastery’s or put more creativity in the current one.

When a dragon dies, have it drop 3 eggs, you can select what dragon comes next but you can’t pick the one you just killed. Elder doesn’t execute, it flys down mid as a stronger rift herald

Don’t have the dragons change the map, have them give more useful buffs like “gain % more armor/magic resist” or “wards lasts % longer and the sight range is increased by %”

Remove scuttle bug and switch the jg item debuff from less gold from minions to less XP.

Add the jg ward item back

Switch the placement of dragons and Barron/herald so jg has to choose to help bot lane or go for dragon instead of just staying bot side.

Light of Madness10/19/2019, 8:51:26 PM2 votes

Delete yasuo (not rework cause they always make worse)

Velasan10/20/2019, 3:55:28 AM2 votes

I would expand runes of reforged to allow for more play styles and add another tree. I would then also spread some of the defensive options between Resolve and the new tree, and make the new tree be defense and utility only; thus giving extra options there.

There are still many champions who don't have a great keystone for them or an optimal set of runes and they just pick whatever is reasonably close to what they want.

I would like to see the runes explored more to find new play styles and have some more runes that work for champions who have been just getting by on whatever they can. For example, we shouldn't still be seeing people use Aery on champions who don't have shields to go with it. However, a lot of champions still do because Comet is lack luster for anything than pure poke and Electrocute requires triple hits. Dark harvest is okay, but unless your champion has a way to repeatedly combo on the enemy team it becomes a worse Electrocute because the resets don't matter as much.

Plus I think there are still a lot of creative things left to do with runes that haven't been touched on yet. Like for example, what if there was a keystone rune that gave you a temporary shield while you were out of combat and when it popped it would knock back enemies in your location. I also miss the old rune that was like.. Celestial body or something like that, which gave you temporarily reduced damage for the start of the game in exchange for an extra 100 health.

Starting to ramble, but you get the idea. There's a lot of room left to grow with the rune trees.

F1uttershy207510/20/2019, 5:03:54 AM2 votes

really not sure why riot is rushing to add stuff..

They still haven't balanced any of the issues caused by the Runes and updates to the game.. since season 8. AP being a huge issue along with others.

and now they want to throw in the dragon changes and add environmental like come one fix the issues you have first.

Craktite10/20/2019, 7:18:22 PM1 votes

Keep TT :'(

ProfDrDeath10/19/2019, 7:58:43 AM1 votes
  1. Hard Limit Crit Items to a maximum of 2 per champion.
  2. Reworked Zeal Upgrades to be in the 3300-3400 gold range (in conjuction with point 1).

Both changes are intended reshape the ADC pattern, enabling them to still have good DPS while freeing them from the need to build 3+ crit items. This would turn ADC builds in general back towards their S2-S5 states, with room and need for defensive items and target-specific offensive items. Instead of the current situation, in which ADCs' raw DPS is so high to preclude the need for specific antitank itemization.

Linna Excel10/21/2019, 5:33:43 AM1 votes

What I'd have done:

  • I think first is I would have updated the game's vision and priorities to prevent past mistakes and better focus on counterplay, and mitigate snowballing a little as well as limit how hard any one champ can counter another champ. I'd also put limits on how much a rework can change on a champ unless it's someone like ryze who needs to be rebuilt from the ground up.
  • Next I'd hire 5 people for gameplay who are each dedicated to one of the lanes and making sure it is healthy as are the champs in it. Then I'd hire a gameplay "editor" whos primary job is to make sure bad ideas like Pike don't make it into game.
  • Then I think I would have increased the number of champion pods so there are enough of them to do 5 new champs and 5 reworks each year. This would both allow riot to have a steady flow of new content and do a good number of reworks as well.
  • The first 5 new champs would be 5 for 450 to be released at the same time. I'd have the designers create 5 new champs, one for each lane, designed to teach the fundamentals of that lane and the larger game as much as possible. As the name suggests, they'd release at the 450 price point and with 2 skins for sale instead of the usual 1 to help make up for the cheaper RP cost. They wouldn't be designed to add
  • Finally I'd start trying to fix top lane and the jungle. Probably have to start with runes and itemization as a whole.
TwitchInMyPants10/20/2019, 9:28:37 AM1 votes

Make some actual armor and magic resist items exist while nerfing aftershock

Like the thing literally exists with +70 Armor and MR just because the base items are that worthless. And its temporary. If you wonder why you're squishy even as a tank, consider how much true damage and %hp damage is in the game and how little option you have to counter the latter. Aftershock and shields/heals are THE options. If you don't have good heal itemization or a shield in your kit, better take Aftershock or you get oneshot.

Riot spent years nerfing durability and people should be allowed to build it again. Even when tanks were super meta damage was always better than resists, there's no reason to make it worse other than to speed up games which is seemingly a priority for Riot. This dragon execute and dragon soul shit makes it seem they STILL think the game is too slow when its more explosive than ever.

Wild Geese10/19/2019, 8:51:23 PM1 votes

They're not done announcing things for the pre-season. It was a first look, there's more things to be announced for the pre-season.

FioraWillCarry10/20/2019, 9:54:54 AM1 votes

I would have reduced kill Gold by 60% in order to combat the rampant feeding in SoloQ. This would allow players with a hardcore feeder or two on their team to actually have a reasonable chance at winning.

Karn Bishop10/20/2019, 1:26:28 AM1 votes

Nerf camp exp, increase how often a camp spawns, forge new unique jungle items that have a full power and partial power forms, shave off / remove CDR on certain items, make all champions who do not rely on mana unable to use CDR then rebalance them.

Remove all plants besides blast cones and add new smite buffs with wolf scout returning and the others being all new, i would keep all the new elemental dragon stuff but wind dragon would not grant CDR it would instead increase the CD of enemy dashes by 1 second, additionally ocean dragon would not summon more bushes it would collapse the mid lane bridge to be apart of river and blue buff jungle would be flooded by the river as well and be treated as river for affected runes.

Plating would gain an extra 10 resists and the gold value of plate would be halved, junglers and supports via items would have faster ward regeneration.