Initial thoughts going into Preseason 10

Luxana Crowngard·11/22/2019, 3:25:15 PM·1 votes·841 views

Alrighty, so I don't get to play very often but I had some time to get a couple of games in this week and here are my thoughts on preseason.

After a small sample size of about 4 games into pre season, I've noticed a trend. It's only stomp or stomped. It feels like once you get a lead, it's actually impossible for the enemy team to make any sort of comeback. Not to mention that the drakes seem to be very powerful in the sense that once you get an ocean drake, tanks seem quite literally un-killable. It's early sure, but this is really interesting to me. Just looking at my last match where I had an enemy Jax go 23/0/5, he had 3800 hp and was level 18 before anybody on my team was level 14. He had built himself a Deaths Dance, but with cinderhulk and some additional HP stats, he made himself just a bit too tanky to deal with. Not to mention that once you find yourself and your team securing 3 drakes, the game is basically over at that point. Game itself seems to be going faster out of the blue, and it's starting to really feel like a mobile game rather than a PC game.

Support items in the early game just feel so awful. It's basically like running around with the first grade of season 9s items for the entire game. I do feel like the stats on all of the support items besides Spellthiefs need to be looked into. I really love the idea behind giving ranged champions the ability to execute, but I feel like it should be 35% instead of 30% just by nature of all of those ADC mains out there that are on auto pilot and still don't understand how any targon like effect works and getting spam pinged "????" is always fun when they receive the gold anyway.

Understanding what I mean from the support item standpoint, The items themselves are just incredibly weak if you're not looking to use Spellthiefs. Spellthiefs fully upgraded gives 60 AP. Meanwhile the other AP item is 40 AP, which if you're playing an AP style support, you have no reason to go relic shield. I mean losing 150 HP for the cost of 20 AP just seems like a no bueno. Then we take a look at the AD support items that found themselves onto the rift.

The AD variants fully upgraded give 24 attack damage and 35 AD? Am I missing something here?

[sg-lux-2]

On top of that, why does the gold generation effect of support items just stop? I know I'm riding a train here, but I'm generally confused. Unlike jungle, I feel like support role as a whole seems to always get the short end of the stick despite being something so necessary to a team. And I make this claim full well knowing that jungle role gets gutted basically everytime a season change. But at least as a jungler you can find ways to keep your gold income alive.

In the span of just a few games, support gold income has dropped very drastically. You're locked into 2 support items and you better have a wise decision because you'll be stuck with those items for at least 10 minutes before you can even get your hands on a base material for the next items.

Also let's talk about warding. It seems like every season Riot has thrown out some degree of vision black out to make it easier for gank heavy junglers to function. I get that, but what I don't understand is why do you have so many methods of vision clearing, whilst having little to no ways to have vision to begin with? The new support items thwarts the ability to actually ward as a support, even though the community pushes this job onto you, by a good extra 5 or 6 minutes before you have the ability to actually ward. I dare say 500 gold quest completion is a great number to start with, but basically having a tier 1 support item all of the time makes it very difficult to manage and get your wards as fast as you can so you know, actually play the game.

Aside from that, it feels as if CC bot supports are going to be huge in the support role simply by nature of what support is going to be come season 10. Champions that can function on only 2 items have no problems with what is going to be meta.

With all that, there's plenty more to go off of before it starts turning into a thread of just complaints. These are initial thoughts and the community is more than welcome to agree/disagree in any way, shape, or form.

Some thoughts about it all: Try to find some way to even out the stats for both parties. As far as I see it, Spelltheifs is the clear taker in any situation, also after that, let's take a look into amping up the gold gains after the first quest completion. I once read that upping the the quest limit to 2k gold, and I completely love the idea of that, hell even making it to where it doesn't stop giving you gold is great too. The support gold income was already extremely low to begin with, there is no need to gut it even further.

1 Comments

Luxana Crowngard11/22/2019, 3:42:10 PM1 votes

Also let's bring up The conqueror rune real quick.

By many means, the current addition of conqueror is all the more healthier than it's previous counterpart. There's only a few tweaks to it that can be made to keep it a strong rune while also an ideal pick for those that benefit from it.

Before it dealt a lot of true damage and just made it incredibly toxic to play against, but now with its true damage completely removed from the equation I love it.

The only thing I don't quite like about the rune is the fact that you receive a free 15% lifesteal. The only tweak that comes to mind is offering it scaling as the game goes like something like 10% at level 1 and probably 20% at level 18. something along those lines.

Then the recent addition to the rune roster is Omnirune or whatever it's called. I can't just find any information about it that makes it a decent rune, but from what I've read and heard the rune itself seems to be lacking to some degree. I'm all for this rune and I want to see it succeed. Simply put because it's a fresh take on what runes are. Jack of all trades rune seems to have a hearty place with some looking into. I'm fully aware that this rune might be incredibly hard to balance, but I think making it a rune that gives you ability to choose a keystone rather than roll the dice for a rune that in high hopes benefits your champion would be ideal. With adjustments where needed of course.