A question that I've been dying to ask someone who has a bit of insight on the design side behind league--
For all of these sweeping changes, is the intent supposed to be "improvement" or just "freshness without regard for improvement" in other words change for the sake of change? Because a lot of changes seem to be focused 100% on freshness despite being lateral changes even a step back.
Examples of "freshness" or "change for the sake of change"-- preseason scuttle, omnistone (I will bet money that this rune has a shorter half-life than klepto, the seasonal zeal and crit item changes, etc etc
Like just think about it. We knew that the scuttle of deciding-the-game-at-3-minutes was not going to stay. We know that crit and zeal items will be changed again some time this year to shake the meta up. We know that omnistone is not a permanent fixture, it's just a toy we get for a year. We know that these changes are 100% temporary fixtures for the sake of change and not intended to be permanent improvements to the game.
Like when your boss gives you an objective, does he tell you
A) "alright let's see what will make this game better", or does he smack the desk with a ruler and tell you
B) "I don't care what you have to do, just make the game different so it's more addicting in the short term but worse in the long term, but keep making those changes every month so it's perpetually more addicting in the short term but worse in the long term, and make the biggest most ridiculous changes at year end so we retain players"?