My humble, unimportant opinion is this: I enjoy all the recent changes except for these three: The color of the map after the infernal soul, the strength of the dragon souls, and the strength of the Elder Dragon execution mechanic.
I know there are plans to tone down the tint for the infernal and ocean souls. Good, but I quite like the ocean colors. The colors are just so much nicer IMO. The red from infernal is just too overbearing.
The dragon soul just secures the whole game. I recently played one which lasted over an hour, with both teams taking Elders, Barons and inhibitors. You might say that we lost because they had more dragons. That would be correct IF they didn't also have a player go AFK at 30 mins. So in this 5v4 game, the dragon soul protected their team from an AFK player. I'm all for some kind of LP loss prevention but this is just obnoxious.
The Elder Dragon execution looks SO COOL. Ever hit a Jhin
ulti with it? It's super satisfying, but also super broken. @patch notes, 20% is exactly as much as it looks like (a lot). Squishy champs are easier to squish, tanks are easier to shred, and teamfights devolve into slaughters when Elder buff is on. Taking it down to maybe 10-15% would please me greatly (for all the nothing that's worth).
With Baron buff, and dragons before the changes, games were still winnable if you failed to take a couple dragons, or if Baron got stolen, or if the enemy team snuck Elder. Now, however, jungle objectives are just too important. Junglers who can't take a dragon at level 3 like Warwick or Yi are automatically behind If their opponent has better early objectives. When objectives can compensate for a whole player, they need to be nerfed a little. A team with Baron, Elder, and 4 drags should still have to play well (with all five players) to win.
Just some thoughts. Looking forward for the post-preseason fixes.