I suppose I should talk about League--Riot is killing crit-based builds by nerfing Stormrazor (it didn't need the nerf, it was already a situational item) and on top of nerfing it, nerfing every crit cloak item--if Zeal maintains the 25% crit, this will help kill Stormrazor, Infinity Edge, and Essence Reaver as items because it'll mean that you'd need more than four crit items but less than five to get 100% crit.
Mind you, I don't really care about the killing Stormrazor/Infinity Edge nerfs as I don't use them, but it would be upsetting if Essence Reaver, the staple item of adcs everywhere, got a nerf, during a season where adcs are already a joke. In season 10, adcs are basically "in the teamfight, maybe they clean up and deal damage", basically acting as a second support to mop up the mess.
Zoning work, waveclear work, objective pressure, but in terms of making a difference in the fight...they are pretty much useless.
And that's not just me in my Iron skill level saying that, and it's not just me on Ashe a utility adc saying that.
It's literally every level, even Challenger, where this applies. And even in competitive games from what it seems like. It feels like right now it's "pick Aphelios, or let the adc be useless almost all game long", with Miss Fortune being the closest adc they've got to a damage-dealer and even she is being out-damaged by the midlaner, toplaner, sometimes even the jungler.
And if you look, unless the players go out of their way to get the adc fed (and sometimes even then!), that continues across most game levels. The toplaner/midlaner in tandem with the jungler, deal most of the damage, take most of the objectives, are most important in teamfights, make the difference in a win or loss.
That being said--on the bright side, Aphelios is set to receive much, much needed nerfs, finally. Frozen Heart, an item in my current Ashe build, is set to receive a buff, which I will definitely see use of.
In Teamfight Tactics, it seems Riot wanted to buff some of the strongest comps in the game, and then quickly realized, "Wait hold on, these comps are winning a lot" and are trying to tone back on the strong comps. Specifically, I'm referring to Mage 6. (Riot is really crazy there.)
Riot is mostly on the right path with their changes, though. Assassins weren't weak, but as far as lategame comps go, they were underperforming compared to other OP comps. They were heavily item-reliant before; if these changes go live, they'll be super-OP, but that'd just be them joining the ranks of other super-OP comps.
Inferno as a comp could work well, but again was usually item-dependent to make them be OP. With the buffs there, they may end up being super-OP which would put them in line with other comps.
Summoners were too strong in particular due to their easy synergies (e.g. with Inferno, but also Light and Shadow), so that change I feel was healthy. A bit out of line with the rest of their changes, but healthy overall.
Nobody had any use of vieing for an all-woodland comp. Nobody. I would still run Woodland 4 because I needed Neeko for damage, LeBlanc as a living synergy, Maokai for a tank frontline, and Ivern would be my disposable unit if I needed to remove one but I'd still field him for the shields. But I'd never use woodland Lux.
With the addition of copying every woodland unit rather than a random woodland unit, the Woodland trait is now literally in the exact same niche the old Noble trait was in: strong earlygame powerspike that falls off hardcore lategame...unless you manage to get the six-synergy version of the trait.
I am a bit disappointed that it requires Lux in order to actually work, though, because with that requirement, it's not possible before level 7 and it requires you randing the very specific Lux you need in order to pull it off. Still, though, it'll be ridiculously strong, if it goes through.
Karma and Leona are receiving nerfs, but I think Riot missed the mark there--they're nerfing the champions who're part of the Lunar trait, rather than nerfing the problem which is the Lunar trait itself.
Desert 4 getting the armor reduction boost helps them be more relevant given that an item basically singlehandedly replaced the need to use Desert at all. (Really, Riot, when you put an item in which has the exact same effect as a synergy, you should realize that either the item or the synergy will then go unused.)
Shadows are receiving a buff, when they were already OP, so this change will shift them into the super-OP comp territory other comps were already in.
Warden 6 was already fairly strong, but unless you got very specific items and probably the mountain map, wasn't really viable. I'd argue that the inclusion of the Lunar trait in tandem with a Morello/Shojin Malphite (which does take up 8/9 of your units, admittedly) made them viable if you got that very specific combo, but they were not super-OP; their buff to Warden 6 can help make them so.
I have to say, though, that I am disappointed.
There are nine wardens in the game.
You can make more wardens with a wardens vest.
The synergy maxes out at 6.
I would've preferred they kept the synergy at 6, and then added a synergy for 8.
Or, heck, if they felt like that was too strong (they apparently don't think it is tho, but let's play devil's advocate), realtalk, I'd be fine with a change to Wardens being a 3/6/9 synergy rather than a 2/4/6 synergy provided that the 3/6/9 synergies give more armor than their current 2/4/6 versions do. (Sayyy, +250% for 3, +500% for 6, and +999% for 9.)
But ideally just give it an extra level of the 2/4/6/8. +150/300/450/999% armor, seems fairly logical. There is a notable spike from my hypothetical warden 6 to the hypothetical warden 8, but that would be more in line with the idea of fielding more wardens in my opinion.
But OH WELL.
If Riot gives it to me, I most definitely will take it!