League feels like playing a bad clone of PUBG mixed with MMORPG permanent progression
Where instead of getting to pick up your fallen enemy's weapon, you get bad upgrades to yours.
Where when you are winning, you control the map center, where all the good stuff is.
Where increasing rewards come at a decreasing resource cost/risk.
Where every anti-snowballing mechanic Riot has implemented somehow increases snowballing. Maybe not cs bounties though, those were nice, though still opaque.
That solo/duo queue is trying to be competitive but still allows duos who, on voice comms, have the massive advantage of instant communicatuon in a snowballing game that increasingly relies on teamwork. Duo queue is a separare problem from tank unviability to be clear here. Should be moved into flex queue.
Turtling, responsive play is falling out of favor in a proactive game environment.
Junglers are too powerful, and were meant to be a supplemental income, above support but below laners, but now have the most gold and presence on the map.
Riot believes adcs should be most powerful lategame, but that leads to chaotic fiestas. Health is more uncounterable than dps, and therefore tanks should replace adc as lategame juggernauts.
Riot should stop balancing around winrate and instead around theoretical perfect play. The era of bronzodia was the version of League I had the most fun in