Seeing the 6.9 mages new kits ( except for gutted Anivia and Broken Syndra ) has kinda reedeemed the MYMU for me. They are overall more interesting, with more defined gameplay fantaisies, and what they seem to have lost in AP ratios, they were made up for in other places.
Malzahar's AP ratios for exemple were lowered across the board, because Voidlings reliably deal metric tons of damage now.
Brand's AP ratios were reduced because his passive has been made that much stronger.
Zyra's Q and plant damage AP ratio has been nerfed because you're now pretty much guaranteed to have much more plants fighting by your side ( although I feel like giving back some plant power could still be a good thing ).
Annie's Summon Tibbers damage went down because Tibbers himself is now 500% more deadly.
What makes me kinda salty about the MYMU though is that there's nothing really interesting about the new AP itemisation.
Marksmen were both given tools to patch up their weaknesses and to exacerbate their strengths.
They've got to have different iterations of basically the same item with different passives to enhance different playstyles ( Hurricane / Phantom Dancer / Shiv / Firecannon anyone ? ) when mages are left with itemization that yes, exacerbates their strengths, but also exacerbates their weakness rather than blurring it.
Mage buildpath is going to be made more stale than ever. Every single mana-hungry mage is going to absolutely NEED tear. Morellomonicon is now the only decent AP+Cdr Item and is now gonna be core on every single mage but a few outliers ( and really, I think 6.9 was THE BEST opportunity we had to introduce "different types of Morellomonicon" for when grevious wounds isn't needed like what they did in Black Market Brawlers. I seriously think that having the option to chosse between a Morello with Pox Arcana's active for mana regen / Netherstride's passive for kiting / Grevious Wounds to counter sustain would be a fantastic idea ).
And don't even get me started on the Hextech items because, the "hextech 900" thing is only gonna be used as a deathfire grasp wannabe for increased burst because the slow is so bad, and protobelt isn't gonna be that useful for most "true mages" yet risks being hella obnoxious on Leblanc, Ekko, Ahri and the likes, who'll be able to abuse both the reposition tool and the rather good damage on the active while being able to do with a lower AP item.
Mind you, If there's one thing we Mage Mains never asked for was mobility. Part of the mage fantasy is being a slow moving glass cannon, bringing fear to whoever enters our zone of influence.
We wanted seekers to be as effective against AD midlaners than hexdrinker is against AP, but I guess that'll never be the case.
We wanted to be able to build armor + AP without resorting to the obligatory Zonhyas whose active isn't always useful ( adcs don't care 'bout your Zonhya, really, they'll have an aa ready for you after your stasis anyway ), and now that the AP has been lowered on the item and the active CD increased, that holds even more true.
Some of us wanted to have option for health sustain so we do not have to back late game and leave our team vulnerable when adcs can just clear a jungle camp and be full and tanks can just wait for a minut or two for health regen to bring them back to full, but I guess now we're gonna have to back for both health and mana.
We wanted diversity and cool impactful passives, yet we only got stale damage actives and a way to get a hundred mana back in exchange for our live.
Like really ? I've come to accept that Riot wants mana regen gutted, but really, at least they could make it more fun while it lasts !
As of now, if we want to have it all, we can just go and play Mr Unfun Graves and have more waveclear, more burst, more dps, more mobility, more sustain, be tankier and possibly infinite mana while still having some kind of utility ( freakin smoke ). People gonna argue that we'll miss the hard cc's, but whatever, y'all just gonna have to count on the support to peel that fed Master Yi off your ass.