TLDR; I think there maybe as much good as there is bad w/ the new direction, and it's premature to say the game is ruined until we get a few patches that address (or don't) the major issues. Pointing out the problems and congratulating the improvements is probably more useful in terms of fixing the game than just saying it's ruined and fuck it let's all quit.
Personally I like a lot of the changes. I think there is a great deal that needs to be balanced (like keystone synergy w/ certain champs, crit issues w/ yas and trynd for example, graves in general, probably grasp of the undying in early lane phase, frostqueen not turning off the passive when you cs after the item is finished, and other stuff), but a lot of the general idea I like.
Increased gold generation means late game shows up faster, and you can have epic late game full build fights at 35 or 40 minutes instead of 45 or 50 minutes if both teams are doing well and closely balanced. I love that there is the option to pick 2 roles (although maybe getting to list 3 if you want would be cool) because I hate playing ADC and putting my team in the spot of having a bad ADC or someone else having to fill it feels shity. I like the shift for certain masteries to feel more impactful and putting more mage options in the utility tree so it isn't just for supports. New jungle is super tough, but really fun to have a challenge in again. Being able to take something other than TP top lane again and actually having more fights top than just safe farm until you can get a good TP to the team. More options for starting items, and the awesome ward upgrade for jungle items.
Don't get me wrong, there is a whole lot that is broken as hell in this patch. For instance, I think having
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all be first pick/ban worthy, and still having
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, makes a lot of champs seem pretty pointless to pick in ranked and is some of the worst champion balance the game has ever had because so much just feels oppressive to play against. A number of the key stones are broken as hell if you play them right/with the right champ (usually bc the synergy w/ certain champs is just too much).
being the most gold efficient attack speed item and providing a way to further abuse fervor, plus giving AOE minion clear to split pushers who use both fervor and
well is causing problems. Jungle items are so expensive that options for buys on first clears seem a bit lack luster, or you have to get a successful gank or stay in the jungle to clear longer and be pretty risky in terms of health. The increased gold generation means that if one team can't keep up it is pretty easy to get crushed as the weaker team, and it feels like there's no chance to come back even when the enemy makes plays that would be huge throws in the past. Anything other than first dragon is pretty useless because you're not going to 5 stack w/ how early late game comes w/ the increased gold (so the % ap/ad is all that matters bc you're gonna have more of those earlier now).
There is at least as much wrong as there is right, but there was a point where 5
on
was probably the strongest build he had and it was better than most mid lane options, and that season wasn't the worst thing ever by the time the season started. I think pointing out what is broken and saying it needs to be fixed is more important than having a panic over the game being ruined. If it's still this way when the season rolls around then maybe the game isn't worth playing, but these are drastic changes and while hopefully the new patch rolls out quick to fix some major issues, preseason is always going to have major issues on the first patch and it doesn't mean the game is going to be ruined just because major changes were made.