Old games and old runes were funnier and less problematic...

StormBladeMaster··127 votes·21,089 views

Now it's all finished in 10 min.

You can't comeback or hardly.

Farming worth less than killing. And people who farm and have kill get a big snowballing and it's horrible.

Turrets are useless, they don't protect you. They give gold to enemy team and make the snowballing ever worse.

Champs like Pyke Mordekaiser MasterYi can't be countered if your team feed them. It's horrible to play Janna support and see your mid laner is losing hard to Mordekaiser.

But what you can do ? His ulti is so much cancer. And when he is feed, it's can't be countered. No matter how good i can play, i feel like the games are based on the "who have the less bad teammates win".

Pyke should never have existed. Giving gold while killing...

At this point, i wonder what the utility of Blitzcrank ? When you have Pyke and Thresh who do the same job but better. Bliztcrank kit is useless if he can't grab while the 2 others can still do things.

Thresh can protect his adc even if he is a true noob for the grabs. He is like tanky version of Blizt.

Pyke can still replace his grab by a melee spell who deal dmg and still have high mobility and this ulti... This ulti is horrible. Offensive version of blizt.

When i have a blizt support and they pick Thresh or Pyke, I cry. it's like playing 4 vs 5 because blizt is so noob. I mean the champ. Bliztcranks players are always kind and i would like to smile to them but their champ is obsolete.

Blizt is countered by any tank supp, by Rakan, by Thresh and by Pyke and also Morgana. Even if i want to help my blizt supp by banning alistar or morgana, the enemy will always pick a counter to him and blizt will be useless because the whole purpose of the champ is grab or nothing.

Let's go back to the topic, i'm not here to talk about blizt but about the entire game.

** 1) Since runes are reforged the game are less and less funny :**

Before, you could decide what you wanted with runes : You wanted dmg ? You took dmg ! You wanted to be tanky ? You took armor or hp or magic resist. You wanted utilitary ? You could have gold runes and cdr runes ! You also had pen armor and pen resist magic.

Now, everything is about dmg. And it's runes who are responsible for this. Let's see in detail the runes :

https://vignette.wikia.nocookie.net/leagueoflegends/images/5/5b/Precision_Fleet_Footwork_Domination.png/revision/latest?cb=20180110212851

PRECISION:

Press the attack : 8-11% more dmg on a target, it's pretty insane. Lethal tempo : Very powerful, you can ignore the attack speed cap which was impossible before. The as speed bonus is insane too. Fleet Footwork : The only balanced precision rune to me. That why she is never seen except on Caitlyn or Kai sa. Conqueror : True dmg are a problem if everyone can have acces to it. Tanks are getting rekted by this rune.

Triumph : Based on killing someone. You get more gold so more snowballing. Should get nerfed. Presence of mind : It's like Triumph but this rune is worse. That why you pick Triumph and not Presence of mind.
Overheal : The shield is too low to make this rune worthly.

Legend Alacrity : Based on killing too. You gain more stack if you kill people, so it's make snowballing problem even worse. Legend Tenacity : The less problematic of these 3 because giving Tenacity isn't giving dmg. Legend Bloodline : Like Alacrity but this is less effective in early so it's less problematic.

Coup de grace : An help to finish target behind 40% HP. Accentuate snowballing. Cut down : Only useful on adc and vs tanks or bruisers. Last stand : Humm, what the goal of this rune actually ? Making comeback ? Coup de grace is still better.

So we have a lot of runes who are making "snowballing" horrible. Reward killing too much while it's not the branch of runes for rewarding killing ! It's Domination who should reward killing.

Triumph and Legend Alacrity or Bloodine and Coup de Grace are a problem for the entire branch of runes. These runes are promotting killing and snowballing.

Press the attack is like a support rune because you make someone vulnerable to 8-11% dmg from your entire team but it's also benefit for you. Conqueror give true dmg... Lethal tempo make champs like Twitch or Vayne completely broken.

https://vignette.wikia.nocookie.net/leagueoflegends/images/4/4f/Domination_Electrocute_Precision.png/revision/latest?cb=20180110211856

DOMINATION :

Electrocute : Made for burst a target. Predator : To be mobile and burst Dark Harvest : Made for stacking kill and become more and more powerful. A rune made for mass killing too since the CD is refreshed if you or your team (assist) kill someone. Also for bursting. It's like Electrocute but apply only on champ below 50% health and can be stacked and refreshed. Hail of Blade : It's the cheap Lethal tempo of Domination. Don't have utility on most assassins since they use their spells and not their aa. Don't have utility on mages... On adc too because they have better runes to deal with. Don't benefit also on tanks. I don't understand the purpose of this rune.

Cheap shoot : Also champ to deal true dmg with their CC. It's another case of true dmg that shouldn't be there. Sudden impact : Balanced rune, powerful in early, but useless in lategame. The player has to choose if he want a good early but a bad lategame or no. The only problem is the stacking with Lethality items. Taste of blood : The heal is so cheap... I dont understand who can use this rune properly ? The healing isn't worth the 2 others runes who are way better. Also it's funny because the 2 others runes have like 4s CD and this rune has 20s CD.

Eyeball collection : Another case of stacking dmg by killing people. But i accept it better because it's on domination runes and not on precision. ** Ghost poro :** It's funny to see an utilitary rune on a branch where the dmg should be the whole purpose of it. Oh wait, it's still give you dmg and it's also a stacking dmg. ** Zombie ward :** Another support rune on this branch. Give you dmg also like Ghost poro and Eyeball collection.

Ravenous hunter : What is the problem with the stacking thing ? There is stack on every runes wtf ! No wonder why Snowballing is so powerful. Your opponent get so many buffs on his runes when he kill you. It's stack and stack. Everyone have become NasusV2. Otherwise giving substain isn't a problem. Ingenious Hunter : CD are here for something. Reduce items CD is something very powerful. Retentless Hunter : Give MS boost out of fight. Seems not like a problem. Ultimate Hunter : CD are here for something. Having your utimate more often is something very strong.

Looks like Dark Harvest, Cheap shoot, The stacking runes and Ingenious hunter or Ultimate hunter are the problem of Domination.

https://vignette.wikia.nocookie.net/leagueoflegends/images/1/14/Sorcery_splash_art.png/revision/latest?cb=20180110214536

SORCERY :

Summon Aery : Made for supports and especially enchanters. Balanced. Comet : Made for poking mages and can be dogded. Balanced Phase rush : Made for.... Ryze ? Balanced maybe a little bit weak.

**Nullifying orb : Why not ? It's not OP, it's balanced. Manaflow band : You have to poke to obtain your mana. Honestly it's fair. Nimbus Cloak : Hum, this rune can be very powerful on some champs. Careful with this rune.

Trancendence : Fair rune, will give your CDR after 10 min and it's 10% only. Give you additional dmg if you excess the cap of CDR. They are more overpowered runes. Celerity : Seems fair but giving mobility is an dangerous thing on some champs. But i don't think Celerity is a problem. Absolute focus : Made for long ranged mage or long ranged adc who will keep their health above 70%. Fair but a little bit underpowered to other dmg runes like in Domination or Precision.

Scorch : Made for poking. Nothing overpowered but the rune become pretty useless in lategame. Fortunatelly, the games are so fast that you won't reach lategame. Waterwalking : Hum, why this rune exist ? It's so useless. You can't use it on 3c3 or Aram. Except for making drake or Nashor/Herald, this rune is useless. You won't fight on river 24/24. Maybe the movespeed buff can help you to gank lanes like top or bot if you are mid lane but it's not very hum... attractive ? **Gathering Storm : A lategame rune oriented. Useless in actual meta because games are too fast.

Sorcery runes aren't problematic compared to Precision or Domination. They seems balanced but weak because of the others runes who are sadly, better.

https://vignette.wikia.nocookie.net/leagueoflegends/images/7/7f/Resolve_splash_art.png/revision/latest?cb=20180110214519

RESOLVE :

Grasp of the undying : A tank rune who is aggresive oriented. Why not but it's the tank branch. We have enough dmg with the others runes, now we want tankiness. Aftershock : Another tank rune based on dmg. Basically you are boosting your armor and your magic resist for a small couple of second and after you make dmg in zone. This rune is good vs burst but useless vs adc or Precision. Sadly, tanks need to be more tanky and not just vs burst. Also based on CC, that mean if you don't have cc, this rune useless. Guardian : Made for tanks supp. But i feel like it's only profitable on Braum, Rakan or Thresh. A Leona won't benefit much from this rune, she better takes aftershock.

Demolish : No, this rune need to be deleted. Towers are weak and useless. A rune vs tower is an horrible joke. Also it's dmg based since you deal more dmg to tower. Nothing that has to do with "tankiness". This rune is made for pushers but tanks aren't pusher. Font of life : Not powerful, underpowered rune. And why you need to rely on your teammates to make this rune useful ? Top laners tanks can't have good runes too ? Also you need CC, it's more support tank oriented. ** Shield bash :** Based on dmg, useless on champs who don't have shield. This rune has nothing to do with tanks.

Conditioning : I like this rune because it's promoting tankiness ! But in this meta, it's worthless. If you lose your lane, it's not going to save you. It's underpowered. Second wind : Why not ? But still weak vs poke. ** Bone plating :** Great for early but useless in lategame.

Overgrowth : Not enough powerful. Good idea but not enough poweful. **Revitalize :**Also made for tanks support and yet, i still saw more enchanters or regen champs taking this rune. Unflinching : This rune is useless if your opponent don't have tons of cc. Tanks aren't made to counter CC; they are here to tank and cc. I feel like it's a Juggernaught rune. It's way more useful on Garen, Darius, Mordekaiser than on Maokai or a Sejuani.

Tanks runes are too much "support" oriented. They are also too much oriented on dmg like Grasp of the undying, Shield Bash or Aftershock. Demolish shouldn't exist because it's has nothing to do with tanking and towers are too much weak so we don't need this. Font of life is useless because underpowered and too much support oriented. Conditioning and Overgrowth would be better with longer games like Gathering storm. Second wind lacks of power. Guardian is made only for Braum/Thresh and Rakan. Revitalize lacks of power. Unflinching is made for Juggernaught or champs like Irelia. Bone plating has too much cd and become useless lategame.

It's either utility or dmg. I don't see where is the tankiness in Resolve. Utility don't replace tankiness. Dmg don't replace tankiness...

Resolve runes don't help you to survive, it's help you to support, to kill tower or to make dmg. These runes need a rework because this is not what we are expecting for a "tank" runes set.

https://vignette.wikia.nocookie.net/leagueoflegends/images/7/7a/Inspiration_splash_art.png/revision/latest?cb=20180110214440

INSPIRATION :

**Glacial Augment : ** It's a rune made to prevent melee champs from reaching you or giving utility. Effective on ranged champs but not really on melees one. Kleptomancy : Made for ranged champs because not very worth on melee ones. Gaining OP while attacking is OP on some champs like Ezreal or Karma. Unsealled spellbook : Useless. You are sacrifying a rune to gain a summoner spell ? It's not worth it.

Hextech flashtraption : Hum... not really helpful. You gain a little blink that can be used out of fight... Nothing special. Magical footwear : Nerfed but still one of the only Inspiration runes who are worth. Perfect timing : One of the only inspiration runes who is worthly. Especially if you are going Zhonia or Guardian angel. Which is not part of your build if you play support.

Future's market : Not very useful because nerfed but you can't buff it because it's rewarding "doing nothing". Having more PO than you should is something that can be pretty OP. Minion dematerializer : A rune made for farming better. Useless on supports champ who are supposed to benefit the most from inspiration. Biscuit delivery : Taken by top laners mostly. Can't say it's powerful and become useless in lategame.

Cosmic insight : One of the only reason of why you would take Inspiration as second branch runes. 45% cdr is a goal on some champs. Approach Velocity : A good rune for supports. Time warp tonic : Except some top laners or junglers, what the utility of this rune ? Potions are done at 10 min of game. It's not worthly.

Inspiration runes lack of power, lack of utility too for some. If supports are supposed to take this branch of runes, what the utility of Kleptomancy and Unsealled book for them ? Hextech flastraption isn't really helpful... Perfect timing is made on mages or adcs. Future's market lack of power and isn't really support oriented. Biscuit delivery and time warp tonic are the most useless runes of Inspiration. Potions aren't a thing you keep in mid/lategame.

Cosmic insight and approach Velocity are good but if you take one, you can't take the other.

Magical footwear is also good.

Glacial Augment, why not ?

To sump up, we can say the runes are too much dmg oriented and it's the first problem of LOL and why games are so fast. Since reworked runes, problems are just showing more and more.

** 2) Now let's go to problem number two : Turrets**

https://vignette.wikia.nocookie.net/leagueoflegends/images/c/c4/Tower.png/revision/latest?cb=20141120045510

The shield plates on turret need to removed. A lot of champs can push easy and the demolish rune make it too much rewarded. Gain PO just for attacking turret ? No. It's not a thing we want to see.

Gaining PO for destroying tower yes but only for attacking it, no.

It's only increasing snowballing.

The guy who win lane will have xp advantage and a lot of xp advantage. Okay, if you win your lane, you should get rewards but actually, it's too much.

Especially when it's come to counterpicking. If you are counterpicked, you can only farm and wait your jungle. Sometimes you need to leave your tower. The time where you leave your tower is basically a free gold time for your opponent.

If you don't leave your tower and try to defend it, you will get dived by the enemy jungler and your tower won't be able to protect you.

Turrets needs to have more dmg, more resistance and more range. Increase a little bit the range, buffing the dmg and tank more the dmg from enemy champs.

Diving at lvl 4 shouldn't be a thing. How we can have long games when the enemy jungler with his laner can dive at early stages of a game ? The only thing that can save you is your own jungler.

**Basically, we are blocked beetween 2 situations when we don't have advantage in lane : **

Or you leave turret and give free gold and xp to enemy. Or you wait and protect your turret but you will get dived.

There is a third way : Get a babysit from your jungler so you can win your lane.

It's not fun, not sane. What you can do when you are in a bad mu except playing safe and defend your tower ? You are already punished because you are in bad mu so you will have less gold and xp than your opponent but your turret will also suffer from it.

It's like : If you don't win lane, we take a hammer and we stomp you. Playing safe is supposed to be a way to win your lane in a bad matchup but it's not possible anymore. Now you need jungler 24/24.

** 3) Jungle Objectives are too much important :**

https://vignette.wikia.nocookie.net/leagueoflegends/images/1/1d/Fire_Dragon_Ingame.png/revision/latest/scale-to-width-down/350?cb=20160420053204

I appreciate junglers can have a lot of utility and bring a lot to their team but drakes/herald and Nashor buffs are too much important and benefits only on the team who is winning.

For example : You are below the enemy team. You make the infernal drake. Not only it's hard because you don't have advantage so in most case you can't do it and if you do it, you will get stealed.

But even if you still make it, you won't really benefit from it. Since enemy team is in a better shape, the buff won't be a thing before lategame.

Having + 7% dmg is good but only if you already have a good stuff with items.

Water drake is useless for the team who is losing.

Cloud drake is useless for the team who is losing.

Mountain drake is useless for the team who is losing also, because you won't do objectives like Nashor or turrets if you are below your opponent. You will pass your time to defend your base.

Only the infernal drake out of the 4 drakes can help a "losing team" to comeback. Maybe mountain drake too if they can resist and if they can reach enemy towers.

The elder one and the Nashor are the most important objectives and the team who is winning can do them easier ofc. But even if the losing team steal those objectives, it's won't be enough to comeback.

The game is too much based on the jungler. He is making ganks so he can decide which lane gonna win. He must do objectives, so if he don't, he will be useless and take his team into a "guaranted lose".

That why nobody want to jungle or like to. Too much responsibility. You make the game as jungler because of jungle objectives and ganks. You are the one who can save a bad matchup on a lane...You are the hope of your team. Unless someone of your team get 20/0, you are the guy who makes the game.

So junglers are supermans and others role fall behind it because even if you play good as adc for example, no drakes, no jungle objectives lead you to lose most of the time. Especially if your opponent catch the infernal drake.

We need to release a little bit of pressure from junglers and put it on others role who are important as the jungler. It's not fair to lose just because the one who have the smite can't do it properly while you have been trying hard all the game. It's also not fair to be blamed because you make mistakes. Junglers can't be perfect but with the amount of pressure they carry with them, one mistake from the jungler is blamed and more visible than for the others roles.

Reduce pressure on jungle, reduce the power of jungle objectives. Maybe remove Herald too. These things make snowballing even more effective with runes and turrets.

4) Buff tanks items and nerf AP ratio of some champs :

Buff tanks items so it's will be a good thing for tanks and dmg will be reduced.

Nerf AP ratio on champs who aren't supposed to be mages like Cho'gat, Amumu or Malphite. It's not a good and sane playstyle to have 3000-4000 hp and being able to delete someone so easily.

These champs are tanks, not mages. I don't want to see 100% AP ratio on Malphite, even if you find it funny. It's not funny. Because Malphite ulti is already a pain in the ass to dogde so if he can delete you with this, it's just disguting.

Amumu make % hp dmg with his W. it's already enough, no need to put high AP ratio on him. He is a tank, not a mage.

Cho'gat passive is a pain in mid lane. What the utility of poking when you regen like a [removed by moderation] just by killing minions ? Having 4000 HP, dealing big dmg with annoying CC is a torture to play vs.

Nautilus is a thing too, his base dmg are pretty high.

Sometimes, i'm not regretting Vayne top. How you can blame Vayne top when you have this ? How you can kill AP Cho'gat without %hp dmg ?

It's sad but the fact that tank items are underpowered leaded to replace them with HP/AP items who are better.

After all, armor and magic resist are useless. Only HP are a thing. That why it's better to have 4000 hp and 500 ap than having 6000 hp with 200 armor and magic resist. Dmg is a thing even on champs it's shouldn't.

Remove some items from the game : item 3053. It's overused on bruisers. Like i said, it's better to have HP than armor or magic resist on this meta. If we want tanks items to be back, we need to remove a little bit pen armor and take down the items who "remplace" them.

Also lethality is a problem too. You better remove it and replace it with normal dmg on assassin oriented items. It's would be less problematic to deal with.

** 5) Stop releasing champs with overtuned kits.**

You can't put substain, dmg, tankiness, mobility and CC in one champ. You need to choose.

Your game is a nightmare to balance because your champs are overtuned. They have almost everything in their kits.

Some champs have weaknesses that everyone can see and exploit, like Annie.

Some champs don't have weaknesses like Akali or Irelia if they are mastered. Because their kit contains everything.

I'm not against "hard champs" to play. Azir and Aurelion look like pretty fair to me.

But please, some others "hard champs" are just horrible. You need to choose weaknesses for the champs you make.

Annie, even full stuff still have a short range and no substain.

Do you agree with most i said ?

148 Comments

Crashyy32 votes

Agree with everything.

AlienPrimate3 votes

Except presence of mind being worse than triumph. It is situationally better on champions with high impact/long cooldown ultimates.

aLawfulFalafel25 votes

i agree the old runes were better, new runes (which arent runes but mastery pages) arent as enjoyable, i would rather have rune pages than mastery pages but riot just removed runes and called masteries runes, i dont know why

the current runes are quite problematic, if they were removed the game would become alot more balanced right away

the only thing i dont agree with is you saying annie has short range...do you know annies range? her Q has same range as her autos and i think the only people with further autos are like: late game trist and kog with W on and caitlyn

i absolutely hate annie, that champ needs RW or deletion asap imo

im still waiting for the day riot realizes tanks are good, tanks should exist and be extremely tanky, but like anything tanky you need to make sacrifices, cant wait for them to change the resist scaling so it doesnt fall off as hard but instead starts limiting your damage, theres no reason someone should be able to 100-0 someone if theyve built pure tank and theres no reason a tank should be dying in 3 seconds if theyve built pure tank

resistances having diminishing returns is so counter intuitive, its not like u buy a BF sword and it gives u less AD cuz u already have a BF sword not to mention resistances blocking a % of dmg doesnt make alot of sense either, like, if paper provides 1 armor and i have 0 armor and i put the paper on as armor and it blocks 1% of damage then paper could block zero damage, paper could block 100 damage, which doesnt make sense, it has a threshold it can block, its paper

datfatguy7 votes

The problem hasn’t started with the new runes though. Riot need to revert back to season 5 before fucking keystones were added. They are the reason so many champions have an absurd amount of damage now.

DJBlackVoice17 votes

[deleted]

Shifted Society2 votes

He did screw up the game but like calling him the I word Idk about that..

Wimbledofy8 votes

the I word? is that word not allowed?

ArtumisPrime10 votes

It's like we're moving into one of those dystopian futures where no one is allowed to say or think anything negative about anyone, and we're all pumped full of Xanax. Fuck I hate PC culture.

DJBlackVoice5 votes

I can feel you brother

Neumím Riven5 votes

He is also responsible for dawnfall of world of warcraft.

DJBlackVoice3 votes

Ex wow player here

General Esdeath 11 votes

I miss when towers gave a shield. That was the best time in the game.

I've only seen one person complain about the shields, and it was videogamedunkey. I love him, but he clearly prefers a heavy snowball game.

Beerstein10 votes

You know, I never really thought about it before, but at some point, we went from towers protecting us, to us trying to protect seemingly defenseless towers, and if we're behind, we have to abandon the towers to die and hope allies are strong enough to help us :|

HoldMyPlank7 votes

This is because of the minion movement speed changes. Now that minions are no longer too high demand, towers will drop in the absence of one team's champs. The meta is now unforgiving and unbelievably fast. The skill required to close out a game is no longer necessary because games now decide themselves after a view unfortunate events.

Even late game champions (Like Azir, Gangplank, Tristana, or even Vayne) cannot help the losing team because the game pretty much times out at 30 minutes.

They've (re)created champions that curve with the current meta ( Aatrox, Swain, Nunu) and left behind those that don't (Azir, Tristana, Viktor, and MORE!)

Like how can u change the entire game time table and expect everything to be fine-- expect to not need to address the obvious problems? (Like the giant amount of champions that are unplayable now >> Maokai, Ornn, Sejuani, Soraka, Braum, Zilean, Fiddlesticks, Most of the ADC roster except Ezreal, Kaisa, and Jinx(?), Annie, Heimer, Zyra, Aurelion Sol, Twisted Fate, Syndra, Ziggs, Most of the Jungle roster, Shaco, Leblanc, Nocturne, Kassadin(?), Nidalee, and lets be real, Yasuo has lost his thunder.

None of these champs are playable in a practical scenario. This game used to change on its own but now that everything is being cut to the bone, nothing is playable unless you play it F L A W L E S S L Y. Which makes the meta stale and repetitive.

StormBladeMaster2 votes

Yeah it's exactly this feeling. You have to pray that your mates are good and will carry you.

Sometimes i can go 10/0 and still lose because top/mid/jungle lose and sometimes i can go 0/15 at top lane and win because my team is feed.

I'm like "why should i play good ?" if i play bad my mates will carry me. If i play good we will lose. All you need to win is to have a good team now.

Flashes10 votes

Funny how now Blitzcrank is S+ tier because they added a busted ass "counter mechanic" to Blitzcrank's 30 second ult, which isn't a "champion specific counter mechanic", that's like a "50% of supports counter mechanic"

ArtumisPrime2 votes

[deleted]

CaptainAntiHeroz2 votes

{quoted}

I've said this before, and will say it again.

It is the wrong mechanic to add to Blitz's kit. All it does is make him unbearable against champions where he was already strong.

I suppose it also helps him to counter Tahm Kench...but situationally he was already good against TK too.

The fact that the shield breaking is applied before damage is just r%%%%%ed. It wouldn't surprise me at all to see Blitz come back into the meta, especially because shielders are highly popular right now. Karma, Lux, Yuumi, Janna, Lulu...all within the top 10 most picked supports ATM.

yup yup

Jng Account5 votes

Yeah, good one... Blitz is hardly A tier, but ok...

Cdore9 votes

Currently in League, you're fighting with and against the runes more than the champions or players themselves. This much is true. A champion with the correct rune vs a champion with the incorrect or even none are two completely different champions. The reason I dislike the current system is because runes decide the tier list, not the champions like it usually sat on. The exception is champs with oppressive or overtuned kits that win games by themselves.

StormBladeMaster4 votes

Yes, runes should only be a little bonus but they make the game.

Riot told us these runes would allow more playstyle, more various builds on champ...

Seems like we are far away from reaching the objective lol.

Akali is SO HOT8 votes

Ye bring back my 1% crit chance pls thx

VelvetCrotch7 votes

i so much agree. the old runes werent good too but i liked the skill-trees better. these runes nowdays make some champs op and others still don't know what to pick really

leagueplayer4507 votes

The new runes also overcomplicate things, the old runes were simple. All they had to do was just make the old runes free. I hope they kept all that old stuff in case they ever decide to trash this new junk and go back to the old runes. Like with the old runes I didn't mind making my own pages but with the new runes I could careless about making my own, too much to read and what not so I just look up builds.

Though other stuff also made the game more boring too:

-Everything became darker: From the new SR, to new champs and redesigned champs.

And yes, there are way too many stupid items in the game now.

I don't mind the elemental drags though, they don't even change the game that much. Ive won plenty of games where got zero and they got all of them

StormBladeMaster4 votes

Yeah Old runes were simplier and healthier. Making then free could have been the solution but riot…

When you try to make something complicated, it's always hard to balance. When things are simple, it's way better.

l Helios l7 votes

The keystone system is just too much power added into the game. Old runes and masteries weren't the end-all-be-all that keystones are.

Pxerkza6 votes

https://www.youtube.com/watch?v=ywFDjwJvfow https://www.youtube.com/watch?v=OzyZ9uBZLj4 https://www.youtube.com/watch?v=JUxdoGn2OVA https://www.youtube.com/watch?v=7OooKRrPvz4 https://www.youtube.com/watch?v=oYCBzNC0yCw https://www.youtube.com/watch?v=8pIWFKQ9N94 https://www.youtube.com/watch?v=plC9Fp62hfw https://www.youtube.com/watch?v=8kSjJIpqt5U&t=3m55s https://www.youtube.com/watch?v=yXUcUSlwzVM https://www.youtube.com/watch?v=bBnPSgfjPaU

i can continue

stop pretending like the game was never about damage none of you actually realize what the game was like back in the day

https://www.youtube.com/watch?v=b3_jBJ42BWA

stop looking at the past through rose tinted glasses the game isn't the problem why you suck you suck because you don't care to improve at the game

tanks starting with 100 armor wasn't better ads buying red pot and gaining 150 hp and 20 ad to guarantee first blood at lvl 1 wasn't better 110 ad with ferver wasn't better buying all gold gen items and being a walking bag of gold as a support player because you are the only one that has to buy wards wasn't better the junglers ignoring their jungle and sleeping on lanes because they were glorified supports wasn't better

the same verbal diarrhea every damn day you guys have been crying about damage meta since season 2 unbelievable ...

Teriyaki Bukkake3 votes

When you fundamentally don't understand what's being discussed so you just don't read the post and type up some dogs breakfast

Pxerkza4 votes

complaining about the whole state of the current balance isn't a discussion

this is shitposting with no relevant data behind it nor with any sense of looking back and figuring out why the runes function as they do currently

Teriyaki Bukkake5 votes

No, it is in fact a discussion. He's listed basically everything that needs to be worked on, and how that negatively attributes to the game, and the state overall as a whole. He missed a few things, but his post is incredibly lengthy so that's not a problem. He has also listed a bunch of changes from patches that obviously made no sense, such as amumu getting higher ratios despite him not needing them, or such as akali having so many strengths in her kit that it's hard to attack her weaknesses because her kit usually counters her weaknesses. And that last point is the whole reason why shes been dumpstered, and is now being looked at for a revert or another rework. The post has validity in its comprehensiveness and its factual points.

"this is shitposting with no relevant data behind it nor with any sense of looking back and figuring out why the runes function as they do currently" What, are you actually arguing that we aren't in a damage meta?... And that runes don't attribute to the damage meta?.. Because if you were doing that you would be incorrect. You cannot just say "HAH! this is shitposting, and its also wrong! Here are some irrelevant videos, and some non-related issues that the game has had in the past!" And then just try to poke holes because you have no relevant or useful contribution to make, let alone any meaningful points.

Oh and you just attack him for no reason? "stop looking at the past through rose tinted glasses the game isn't the problem why you suck you suck because you don't care to improve at the game" Why? You don't agree with him so you just move straight to telling him he sucks? "the same verbal diarrhea every damn day" Like honestly, why come here on the boards if you're just going to only detract from everything rather than make reasonable and meaningful discussion?

Don't reply with a mess of multiple unrelated points. If you disagree with him, actually, contribute.

Pxerkza1 votes

https://www.youtube.com/watch?v=LARR0ajGxIk

the game was never about tanks

it was always who can kill who first before dying if tanks were strong it means that tanks dealt too much damage if tanks were weak it means everyone else deals too much damage

riot since the runes reforged hard nerfed tanks early game aftershock was introduced to simulate the early game tanks had

tanks could start with 100 armor bruisers could start with 100 ad

the game was about who can deal more damage while surviving and since tanks had base damage and cc it just meant that tanks dealt too much damage wthout dying fast enough why was ornn strong on release? because he was op with 36% win rate? no because his trade pattern meant that he deals damage while you can't deal damage

it's always been about damage it's never been about rotations and macro in soloq

the only time damage didn't matter was in pro play during the lane swap meta and even then the teams that won the championships figured out ways to deal more damage than the enemy team faster

saying that there is too much damage now like there never was too much damage is a delusion

Teriyaki Bukkake3 votes

"it was always who can kill who first before dying" Yes, and now that has greatly been accelerated. "if tanks were strong it means that tanks dealt too much damage" Actually in the most recent tank meta, it was because tanks were too tanky. 0 Tanks got overall damage nerfs with the tank update. They actually all got damage buffs.

"tanks could start with 100 armor bruisers could start with 100 ad" For 2.5 seconds

"why was ornn strong on release? because he was op with 36% win rate? no because his trade pattern meant that he deals damage while you can't deal damage" Was literally a single ability that made him broke. Unstoppable+10%hp+shield = ultimate trade. So yeah, of course his trade pattern meant that, but that has nothing to do with the situation we're talking about now: that was a conceptual issue with his kit.

"it's always been about damage it's never been about rotations and macro in soloq" That's straight up wrong mate. Rotations over the years have become almost irrelevant except in pro play, and macro play barely exists until you get up to high diamond+. They've been made less relevant in high elo, and completely extinguished from low elo. They existed and have been wiped from the game almost entirely.

"saying that there is too much damage now like there never was too much damage is a delusion" Then clearly you are incapable of some pretty simple reasoning. If there was 5 damage before, there's 8 damage now. Yeah, there is still damage, but there is simply too much available to be done in bursts. Why do you think we're in a burst meta? Because sustain has taken hit, after hit, after hit, while tankiness has been nerfed into the ground. So the only viable way to outdamage someone is to kill them in less than 2 seconds, or they will have time to use their abilities and potentially outplay your burst. Yes, of course it's about damage, that's the most central mechanic of the game. But the way damage interacts with other people/items/abilities has drastically changed to the point where we are in a burst meta.

This isn't some sort of left of field opinion. Almost all the older league streamers who've played since early days have talked about how the game is bursty, how the game is too fast, how the game has so much damage in it. This is a widely held and accepted opinion within the community, not just some schmucks opinion

ArtumisPrime9 votes

I have watched only the Mord clip...how can you even claim that's about damage? That's about him sustaining everything with his shield and taking 10-20s to kill anyone. I can only imagine the rest of the clips are more of the same or super fed Rengars/Zeds/LBs/Veigars deleting people w/ DFG and/or a full combo at full build, and 5-10 kills + 3 levels up on their opponents. You also realize that most of the montages are made by high level (Challenger, or high Diamond before Challenger was a thing) going into normal/low ranked games and just dumpstering people because they're better....right?

Also, yes. There were statistical outliers in the past, or EXTREMELY fed champions, who could instagib people. Like DFG LB/Eve, or a fed Zed, Rengar, etc. The problem is that with the hyperinflated gold state of the game, this shit happens FAR earlier in the game. And, to an extent, it doesn't matter if you're fed or not. A 1 item 0/4/0 Zed will delete a 4/0/0 ADC and there is virtually nothing they can do about it after getting jumped.

In previous states of the game, if you were against a full AD team, you could build a ton of armor and eventually outscale them because they simply couldn't kill you. The team fights might last 30-40+ seconds, but they couldn't kill you. Nowadays RIOT has adopted literally the reverse approach. Damage will eventually outscale resistances. As such, a full AD team cannot simply be beaten by proper building and scaling. Plus damage items have continually gotten stronger with more being added, while armor/MR/HP has been lowered across the board on tank items. Damage dealers have so many options to remove the armor of enemies, and so many good damage items, that they deal the same damage to tanks now as they would have to squishies in S2-4.

Pxerkza1 votes

it's in the days of lack of damage

every video is relevant to a damage state in the game either way too much damage or way too little damage

in the metas tanks were op and defenses outscaled damage tanks dealt too much damage

you see how that works?

ArtumisPrime4 votes

That is a ridiculous argument. You could say it about literally any state of any game with any sort of combat. Dodge a skillshot and live? Opponent didn't do enough damage.

I also think the argument that tanks did too much damage when they could outscale and team fights were 20-60 seconds is ludicrous.

There have also been times when the game was far more about objective control and gaining rotational advantages than anything to do with damage.

I fully believe that saying the game, since its inception, has always come down to damage is too broad a stroke, and dumbs down the argument FAR too much.

Pxerkza1 votes

perhaps

https://www.youtube.com/watch?v=bADRLUADn90&t=6m27s > 7:07 a 30s team fight

when the stars align a team fight can end instantly https://www.youtube.com/watch?v=vNWG0DwCWsg and that has always been the case

you just look at the past and see you enjoying the game and learning and now you don't see that since you no longer play the game to learn

https://www.youtube.com/watch?v=b-U1rngm4nA and this is during the courage of the collosus meta ie the strongest tank meta

ArtumisPrime4 votes

That first clip is an atrocious example. The fight, first of all, isn't even 30 seconds long. If we do count it as 30s, it's like 95% missed skillshots and a Zhonyas with people dancing around. It's more like 5 seconds long including Vlad's pool. Taliyah misses everything -> nothing happens -> Sejuani ults -> nothing happens -> Riven goes in and instantly kills someone then immediately dies, 2s -> Vlad goes in -> pools 1s -> kills 2 people in 2s -> gets hit by Light Binding -> nothing happens.

The stars don't need to align for team fights to be over extremely quickly nowadays.

https://youtu.be/TIHKFVmXoU4?t=42

Kai'sa dies nearly instantly. Braum lives for 4 more seconds because they have no abilities, and AA him to death WHILE HIS SHIELD IS UP in 4 seconds. Then Irelia shows up and instantly deletes the other two. This is low level with no items yet. It is ridiculous how high damage is in this game. I haven't watched that full video, but I guarantee there are a dozen other examples of this in there.

And, yes. When you are 10 kills up with a full damage AoE team even in the past team fights could end instantly, "if the stars aligned." My argument is that this is no longer even close to the case. It is straight up the reverse situation. You need to be versus a team comp of one damage type, with a specific champion good against that damage type, and build full tank to live more than 4-6s these days.

It has nothing to do with learning and everything to do with finding the current state of the game incredibly unsatisfying. There is nothing fun about killing people or dying in less than 4s. Team fights end in a single rotation of abilities. Positioning is everything. Step out of position for half a second and you're dead. Opponent steps out of position for half a sec? Grats. You win the game. I hate it.

Pxerkza1 votes

i don't know what game you were playing but people stepping out of position for half a second and getting obliterated was always the reason people lose games all it took always for a carry to get clipped by some cc to get annihalated

and you can still find yourself in games where you need to hard focus a carry otherwise they won't die yuumi soraka nami janna braum all have the ability to keep a target alive long enough for them to clean up a fight

watch the replays of your games even and you will see that your arguments are valid for only 5% of team fights if it was so easy for some champions to die they would not be played

ArtumisPrime4 votes

Whereas it's true that people stepping out of position and getting annihilated has always been a reason for losing games, it was not always the majority reason. In the past when even ADCs would build a defensive item or two, they could get caught and still outplay their way into a victory. Now if you get caught you're instantly dead. Immediately deleted in the span of a single CC. And for the record, again, yes...it has always happened. My complaint is the frequency. Having it happen one out of ten games as opposed to not happening one out of ten games is a huge difference.

I do watch my own games. It seems the only time that someone doesn't get deleted within seconds is when a bunch of skillshots are missed or someone dodges damage with a gap closer. Obvious exceptions notwithstanding, like full armor Rammus vs full AD or Sejuani with her passive available.

It is that easy for EVERY CHAMPION to die, again obvious exceptions notwithstanding. In fact, again, the reverse is true. There are like 3 viable tanks in the current meta. Sej, Braum, and Naut. J4 could be argued as one of these as well. Because they die too fast to be useful. Even fucking tank loving Impact has been playing Jayce, GP, and Aatrox almost exclusively. He has a single tank game this whole year and it's SEJUANI. Like come on, man.

Pxerkza1 votes

disagreed

before i transitioned to playing tanks in season 6 i was mainly focusing on champions that delete people

talon/kat/riven/elise/kha/rengar/quinn/akali/eve etc

ArtumisPrime3 votes

And before season 5/6 you could only do that against people who were sub 50% HP, supports who had almost no items, or if you had an insane lead.

Pxerkza2 votes

insane lead nop akali and eve were pretty much capable of 100-0 targets all the time same as talon same as rengar same as elise same as quinn

yes it helped that you could poke them down first to guarantee a kill but not really necessary

ArtumisPrime3 votes

Yes, Eve could instagib squishies with DFG/Ult combo + E + Qs when she had DFG + moby boots + Deathcap + Lichbane.

For the rest of them, you are flat out wrong.

Akali needed to Q, then wait for the Q CD, then R AA Q E R, and she would maybe take them down 50%. MAYBE. If she has items.

Talon's damage was laughable at all stages of the game unless EXTREMELY far ahead. It's why he wasn't meta until like season 5 or 6 when offensive items and runes got stronger, defensive items got weaker, and then his silence became super oppressive....at which point he was reworked.

EDIT: Just saw Rengar....I do agree with Rengar. He has always been obnoxious....though incredibly feast or famine.

3TWarrior2 votes

well, not that I (another person) disagree with the other stuff here, but talon used to be pretty much the ONLY champion able to 100/0 burst and he compensated for that with long cooldowns and short range

everybody else usually waited for 70% for a kill threshold

Snowbrand2 votes

{quoted}

https://www.youtube.com/watch?v=ywFDjwJvfow https://www.youtube.com/watch?v=OzyZ9uBZLj4 https://www.youtube.com/watch?v=JUxdoGn2OVA https://www.youtube.com/watch?v=7OooKRrPvz4 https://www.youtube.com/watch?v=oYCBzNC0yCw https://www.youtube.com/watch?v=8pIWFKQ9N94 https://www.youtube.com/watch?v=plC9Fp62hfw https://www.youtube.com/watch?v=8kSjJIpqt5U&t=3m55s https://www.youtube.com/watch?v=yXUcUSlwzVM https://www.youtube.com/watch?v=bBnPSgfjPaU

i can continue

stop pretending like the game was never about damage none of you actually realize what the game was like back in the day

https://www.youtube.com/watch?v=b3_jBJ42BWA

stop looking at the past through rose tinted glasses the game isn't the problem why you suck you suck because you don't care to improve at the game

tanks starting with 100 armor wasn't better ads buying red pot and gaining 150 hp and 20 ad to guarantee first blood at lvl 1 wasn't better 110 ad with ferver wasn't better buying all gold gen items and being a walking bag of gold as a support player because you are the only one that has to buy wards wasn't better the junglers ignoring their jungle and sleeping on lanes because they were glorified supports wasn't better

the same verbal diarrhea every damn day you guys have been crying about damage meta since season 2 unbelievable ...

Thx, at least someone with some sense. Good examples with the videos, most of the game wasn't better before. Maybe it was easier to play with all point and click and simpler. But it's more fun now and more balanced. Sadly, you are gonna get downvoted

Pxerkza2 votes

ofcourse im getting downvoted the boards users is majority crybabies that have no thoughts of their own

"muh game was better back in the day"

yeah i have the fond memories of Lineage 2 playing with the clan and going on raids and doing 500 people castle pvps and the moment i install an old populated server with 5k players and just try to play i get disgusted

most people have no idea that their memories are affected by nostalgia and nostalgia is best left unvisited just because reality is often not what our memories are

the game was far from good back in the day it was great because it was by comparison the best thing most of us experienced and now that we have other high quality games for a frame of reference league doesn't seem the best that doesn't mean that the game is bad or worse tho but these creatures seem to think like that just because hashinshin and iwdominate are a thing

JarI BaIgruuf6 votes

I agree old runes were hilarious

Heos005 votes

Man theres just so much gold in-game from diverse sources that farming at all doesn't matter, holy sh*t

Kovorix4 votes

Holy wall of text, but a good one.

More from Gameplay

More by StormBladeMaster