Riot Games. We need to talk
Dear Riot games. Its time to finally talk about the issues your game has (TLDR at the bottom). Before I go railing into you about the biggest flaws your games has I want to clarify my familiarity with this genre on the whole. I've been an avid player since right before the end of the beta and before season 1 (2011ish). I grew up with this game spending every waking moment playing it as this genre was something special to me. As of now I've hit diamond in my time in the game and have tried to keep current with basically every meta. I've also put a fair share of time into other games in the genre (DotA, HotS, Smite etc etc.) and as of right now this has been one of the worst patches to date. While I admit I am biased it sickens me to see the current state of league of legends. The direction you've taken the game encourages forcing people into certain niches. While at its core it isn't that big of a deal it has certain drawbacks.
- for those who don't desire to follow the meta and try to experiment, the items and the builds are so linear that and amount of experimenting is impossible. especially at higher games. A lot of the fun in these type of games comes from experimentation and improvement of yourself and your build. However that is not possible anymore. This stems from a few issues but the major ones will be discussed later on. One of these issues however is how item balancing and item removing has killed customization of builds. Items that you at riot games havent been able to balance or haven't been used you've gotten rid of. A perfect example of this is Banner of Command. That meta encouraged grouping and playing objectives (albeit it was incredibly powerful, borderline overpowered) and the steps you all took was to just remove it completely from the game. Completely killing the whole meta that stemmed from that item. A simple fix to this issue is instead of having your designers think of more new items that encourage diversity in builds for all different roles. Something we currently do not have.
- True damage is impossible to balance, especially when it isn't in everyone's kit. as of this post being made, bruisers, mages and a select few ad's have true damage within their kits. True damage literally breaks the game as we're seeing a disparity of choices of rune slots for bruisers as conqueror and its healing AND true damage make it a staple for most melee champions. From your decision to make it melee only by making the effective time for conqueror 2 seconds for ranged, there is zero possibility for any marksman to use it. This brings large issues, mainly the effect that bruisers run over games tanks aren't in and when tanks are in the equation they now have the tools to deal with the role that is supposed to help alleviate the bruiser issue. The cause of this is with the game in its current state, we see bruisers running over games with conqueror, marksmen doing zero damage, and the overall game shifting towards this meta of "whose character has better scaling and more items". It no longer feels like you can outplay someone especially with characters that haven't progressed with the meta.
- Characters feel blatantly unbalanced. Characters like Aatrox, akali, sylas kayn, pyke, yasuo, and ezreal all feel signifcantly more powerful than their counterparts. Not only do they feel stronger, they feel amazing to play. Their kits have been given all the tools they would need to deal with most situations. This feeling isnt reciprocated through the cast. And alot of this stems from the item progression these characters get to play with and more importantly, especially with the bruisers. Looking objectively just at the stats of characters, its very easy to see that the two major "ad carry roles" that are melee ad bruisers and ad marksmen you're able to find that bruiser have higher growth in EVERY stat. (There could be characters that don't follow this pattern and i'd love to know which ones) The effect of this is ad melee bruisers have better match ups against their counterpart and end up being more cost effective as their stats scale much better. Now on paper this wouldn't be an issue if they also had to follow the "all in" mindset marksmen are forced into (there are a few exceptions ezreal and others could be argued). Bruisers have been given items that allow them to build resistances and defensive stats while maintaining their damage. Marksmen have been given back their as their "major change". What we see is marksmen are now forced to build completely offensively for the chance to keep up in damage to get kills and be effective in team fights, where every other counterpart in the game is able to build hybrid items to further themselves (tiamant, steraks, trinity force, zhonyas hourglass, morellonomicon, etc etc.) while ad's have to scrounge up what they can so they can try to purchase multiple of the most expensive items in the game so they can stay relevant. This disparity feels extremely bad as the stronger get stronger and the weak get weaker in most cases. What can be done then? The biggest changes that would bring about good change would include: better scaling across the board (ad's have 1-2 attack damage growth a level which is actually revolting). Getting rid of conqueror and true damage in general, an simple fix is just changing it to % increased damage instead of unmitigated damage. Balancing items so there isn't a disparity in builds and in damage output. Things can be done, the game has a great core however the current direction has made the game blatantly unbalanced and with the amount of media around the game its everywhere at every level. TLDR: Some characters feel MUCH better than others and true damage is busted.