I've been waiting a while to post any real feedback on this forum, trying to make sure I understand the game a little better before I randomly start spouting off accidental flame bait and unwarranted OP calls. I am currently at 91 wins and 67 losses, which likely makes me quite the average player. While 158 games may pale in comparison to what some veterans may have, I consider it a decent jump off point. Moving along.
Only going to be discussing champions that I feel need tweaking. Many will not be mentioned, I feel that most champions are generally balanced. There are a few, such as Jax and Sion, I have not really played games as, since they did not appeal to me. However, after seeing other people play them enough, it's quite easy to tell that those heroes are only strong in the right hands. I'll also not mention recently released champions, as they've seen no tweaking. On to the champions:
Amumu – Serious little tank, quite the damage dealer despite being a tank. Needs some tweaking on a few things, such as ultimate stunning for so long while also dealing decent damage, especially combined with despair.
Ashe– Her ultimate seems like it needs a slightly longer CD. As discussed on the forums already, also needs to have mana costs on almost every skill increased.
Morgana– As has been discussed many times on this forum, black shield is far too good for such a small CD and mana cost. I also feel that dark binding shouldn't be nearly a 3s stun at level 1. I don't mind its max stun duration, but its minimum stun duration feels too strong for what else it brings to the table. It should scale up from a 1s stun just like everyone else.
Singed– I feel that his poison is too good at destroying creep waves for such a small mana cost, via toggling it on and off right away. It feels like this ability would be better balanced if it cost mana to activate for a set period of time, with the cool down matching exactly when it stops spewing poison. The mana cost doesn't need to be that high, just something more than the 10~15 a smart player would use to hit entire waves with it right now. I very rarely see occasions where this really needs to be a toggled ability.
Teemo – Mushrooms need lower sight range, or some other form of tweaking. A good Teemo can help his team control the entire map with appropriately placed mushrooms. Potent land mines should not also give such amazing overall map sight. Other than his mushrooms, he feels about right as an anti-carry. While wards can be purchased in order to have some map control, buying enough to achieve the same effect as several mushrooms can be rather costly over the course of a game.
Zilean – I love Zilean. He will be my first champion skin with the pre-order RP. I feel every future support hero should be as good as Zilean. While others are great, and better at some roles, I'll always have a special place for Zilean.
While this is the Champion Feedback section of the forums, I feel that these points fit in. Most of the elements of the gameplay in this feel very solid, so there are only a few points to bring up, and I'll keep them brief.
Late-game champions are a far better pick than early game champions. Games very rarely end before or near the 30m mark, meaning most of the time late game champions are going to be the best choice to use. Early game champions are supposed to be better at ganking while they have the upper hand, thus leading to a better late game. This sounds great in theory, but in all my games I have only seen this properly executed twice, and the teammates I was with did nothing but complain about the opposing team being "OP" while doing nothing to try to stop it. Both of these occurrences were within my first 50 games. While I know I am not highest in the ELO range, with 91W/67 Loss, it seems like it would only get less likely for an early-game champion strategy to work the higher you go.
Stuns and disables feel far too necessary unless you greatly out-level the enemy, or have much better tactics. This truly is a minor thing, given that they are so plentiful, but the point remains. It's mostly a small nuisance to me, but it is part of my feedback on the champions in general.
Elixirs do not feel worth the risk you take purchasing them. Most of the items in this game feel like they could serve some purpose in some of the roles champions need to play, and I've seen basically every single one used, except for elixirs. In all the games I've played, I've only seen elixirs used a handful of times. I'm not really sure what could be done to enhance these. The only one that feels perfect is the Oracle's Elixir, which is only useful against three champions, four with Shaco coming up.
Assists should be given for any thing a hero does to assist killing another hero, not just for doing some damage before they die. While I understand this is the simplest route to go with right now, I'd like to see support spells giving assists somewhere down the line, such as Zilean's time warp, Taric and Soraka's heals, or Twisted Fate's destiny, among others such as the summoner spells. This is low priority, as in most encounters you should have enough time to deal some form of damage to the enemy, however, there are instances where you simply cannot deal any damage before you're able to damage a champion, particularly if they die too fast to your team killing them.
I feel like I should have a lot more information to post here, but honestly, this game is very well developed for the fact it is still in the beta phases. I have other minor issues with the game, but it is better that Riot continues spending their time fixing bigger issues that impede gameplay across the board, such as Twisted Fate's double cards, rather than work on little things.
I have enjoyed this game very much in the time I have played it, as have the friends I play with on occasion. I hope to see the game thrive and develop loads of new features to keep it interesting for many years to come.