Preseason 10 need a LOT of fixes and changes!!!

MishaX·12/4/2019, 7:08:47 AM·7 votes·4,323 views

Man this preseaon is probably the worst i ever experienced, nearly every single changes and choice made are terrible. Lets see some important points:

  • Runes:

New Klepto (Omnistone) - overall a decent idea, but why the hell is it random? Why doesn't it work like spellbook and you can choose a rune?

Conqueror - definitely broken as fuck, overall the first needed change is to make a difference between melee & range champion as it was before... in current state it harms the game a lot, only need to look at Ryze, Cassio, Heimer, Swain and others abusing it.

  • Drakes:

Map evolution - Overall cool idea, but in practice a bad game design. If the map changes to "water" then Rengar gets a hudge buff. If the map changes to "fire" then all champions that can play arround wall get a nerf. Talon comes in mind first ofc, but others champions like Shaco, Zed, Lee Sin, Camille... that can go in and then out behind a wall get hit by that change.

Drake bonuses - This one is a BIG ONE! The buffs are unbalanced! In season 9, each drake bonus was a real bonus for every single champion in the game, but now it's not the case anymore! Have to go deeper for this problem:

"Red Drake" - fine as it's the only one that wasn't touch. Every champion benefits of it in a way or another. "Mountain Drake" - Insane bonus for tanks / offtanks, pretty much useless for others. "Water Drake" - Allready nerf but mostly good on tanks / offtanks, as to make a good use of it during fights. A team having 4 water drakes regen 12% missing health every 5 sec, which is overall broken on some champions. "Wind Drake" - the BIGGEST problem! -10% CDR on ults... Udyr is a big fan of this one definitely as it gives him litteraly nothing. It's a big advantage for game changer ults like amumu for example.

Lets compare some champions:

  • Caitlyn: Fire drake is good on her, the rest isn't great or useless.
  • Zed: Fire & Wind drakes are good on him, the rest isn't great or useless.
  • Udyr: Fire, Mountain are good on him, Water is "okay" (if you build tanky enough) and Wind is totally useless.
  • Malphite: Fire, Mounter, Water, Wind all are good on him.

Drakes are an objective that should give you something in return for doing it. Before it was the case, but now it totally depends on the champions you are playing. Some champions will benefit of all drakes, others only of 1 or 2 drakes max. Ofc it's RNG, so if you play Udyr and the 3rd drake is "wind" then you are like "great i do objectives to get nothing in return anymore". Basically, in terms of objectives & their bonuses, it's statistically better to take a champion that will benefit of each drake bonuses than a champion that will benefit only of few drakes bonuses. Overall those drakes bonuses changes are big up to some champions and big nerfs to others. It's the first team in league that the RNG of drakes can UP or NERF your champion by a LOT. If you play Udyr, you lost the 2 first drakes but manage to come back, but now it's wind drakes... well the RNG fuck you up and you aren't rewarded at all.

4 drakes bonuses - Overall "okay", most of games are allready over at this point so it doesn't matter that much anymore. Still some are definitely overpowered than others and same problem than who benefits the most of the buffs. "Wind drake bonuses" = only ms for Udyr but no Ultimate ms bonus. The ms bonus benefits on characters with a low CD on their ult.

Ancestral drake - It's just a way to make game finish sooner. At the point where it might even be better to not do the 4th drake if the game isn't decided yet (for some reason). Cause having Ancestral means a win. At least it benefits to all champions, but games are mostly over before we reach anscestral.

  • New Jungle & Xp reduction:

How to come back in season 8 but in a worse way... Right now it favors "farming junglers" cause it's safer to farm like hell than going for a gank or countergank. Ofc not if the ennemy is litteraly under your mate turret but otherwise it's just a loss of time with no compensation. Add to this the jungle XP nerf, where you reach lvl 3 quickly and then top lane and mid lane get 3 to 4 more levels than you. Had this game where my top laner was starting to lose vs a Darius: Darius was level 8, my mate was 7 and i was level 5 nearly 6. When i had 1 kill and a normal jungler farm. Going top was just not an option anymore as Darius with 3 more levels had just to turn on me and doble tap me. Problem is that i wasn't having a bad game, but had a pretty good start, still couldn't impact my top lane anymore. It gets even worse when you play botlane, cause if their top or mid is fed... even if you are fed the level difference is too important so you can do something.

  • New Support items:

Mana regen - a big laning phase nerf for some champions.

Gold income - nice to have a debuff, but once item is finished, it's just stupid to still have an income nerf... for some champions like Soraka, Lulu, Blitz it doesn't really matter, but for support champions that can carry it's a BIG problem like Brand, Velkoz, Lux for example. Where at some point in the game you can start to farm too if you are ahead and your team struggle. So sometimes it's even better to sell the support item and just farm to win than keep the support item and struggle getting stuff to carry.

Stats difference - There's not a real big difference between aggro sup items & defensive sup items. Which is kind of a problem too, as defensive item seem much better overall to have some sustain and a reliable gold income.

  • New Lethality items:

Sanguine Blade - A pretty bad design, as it's a BIG bonus for 1v1 and horrible for Teamfights. So building this item make you stuck in a way to play your game. Like splitpushing for the rest of the game, not fighting more than 1 ennemy and so on...

  • Items overall:

Stopwatch - Why is this item still in the game? A game breaker item that cost 600 gold only, that can make the difference to win or lose a game on every single character.

ZZ'rot - It was a good item for the stats and not only the activation. The only real interesting item that gave Armor + MR equally. Instead of replacing the activation for something else, it was taken away with nothing to compensate. Which is a problem, as for example if ennemy botlane brand + inx were starting to snowball, then it was a good solution to get both armor & mr at the same time.

I know it's only the preseason and updates are coming... but a LOT needs to be done honnestly... won't claim "IT WILL BE THE WORST SEASON EVER", as we read that pretty much every single year... season 8 wasn't good, season 9 was healthier maybe not great but "okay" and it seems that RIOT decide to go back to a worse Season 8 style... Definitely not a good start and a lot of things make me think they are adding / deleting stuff randomly. Like how the balance team can but a "wind drake" that give Ultimate CDR when some champions have no real ults or really low cd ult (Zoe) or no ults at all... how can this be called "balance" especially for an objective bonus that should give something in return instead of being RNG base if "yes or not it will be usefull for your champion".

Most of the changes are like "Omnistone rune" totally RNG will it benefit or not you champion... which is a pretty bad choice, especially to keep the game balance. Reminds me duskblade that once was (and still is) a "MUST BUY item" for some champion to work.

3 Comments

Arammus12/4/2019, 7:10:07 AM3 votes

they wont do jack shit. sorry

Sydney2612/4/2019, 9:32:41 AM3 votes

wait for midseasons changes .. oh wait ... they dont do this anymore .. so i guess preseason 11 will change the problems

Harden Stepback12/5/2019, 1:23:39 AM1 votes

I thought stopwatch was supposed to be removed??