So I didn't check this thread for a while (been on a break from LoL) and now it has 17 more pages. TIME TO WRITE AN ESSAY

Anyone can add me, I'm MrWallet and you can also add my smurf, sparten666
If your summoner's under 21 then my main account is only for communication purposes so you can ask me to get on my smurf. That said, I no longer have a "pros only" rule on my main account.
There still seems to be a lot of misunderstanding of how skill-based matchmaking works. I won't bother to cite specific examples but I think you guys need to take more math and statistics classes to exercise your brain for this kind of concept.
Attack speed on lulu seems like a complete waste of time since her only AS synergy can be applied to any one nearby friendly champion of her choice, e.g. one that's already building AS anyway. A nashor's tooth could be pretty great on her but otherwise AS would be better spent on other things, it seems. I have pretty amazing first impressions about these things but to be fair I have never even seen her so I could be wrong.
Guides tend to recommend magic pen because they're written for good players, fighting good players, and good players tend to put on a little MR, often in the form of flat runes. I try to get about 100 (if not more) armor and MR on 90% of champions because if they get pen, then it's basically a neutralization in terms of people spending on stuff, but if they don't, they have loads and loads of trouble hurting me. This is a win-tie situation, and as a result, any skilled player who plans on ever being in damage/CC range of the enemy team while they pose any significant threat is going to get those resists on. Similarly if I expect to be dealing a lot of the team's damage I usually have a last whisper, black cleaver, or void staff (although sometimes I make do with lesser entry) because it's almost guaranteed those resists will be on my targets who are worried about me. I keep an eye on their stats and items and I might get my pen very early or I might get it last, but it's exceedingly rare that I never get it on my main account, as people are generally just not dumb enough to skip having any MR.
Some people get soulstealer because [Soraka can assist steal across the map]. Although I don't think she benefits enough from it anyways.
Trust me, she does.

One of my only champs with a soul item.
I always love going on these topics of games I've never played because everything people say makes no sense.
It's better in games like this where there's loads of items and characters. I once watched some street fighter in-depth discussion and was like

so I guess they're explaining how to get a field goal in the 5th inning with chun li as your point guard
Solo queue ranked is nothing but starfishs. I keep trying to warn people and they don't believe me until they go themselves and they they're always like ;-; why didn't I listen to you
Rumor has it if you claw your way to like 1700 by winning 51% of games then people stop being richards, not gonna test it personally, though
Smite's cooldown is really great for laning, because you can hit every tank minion, and it does 70-80% on it. Soften a bit, POW, dead tank. I have the Utility cooldown mastery but I have *plenty* of time so it probably works on default cooldown too.
the noct sold his stuff and spammed BTs at the end, the Sion went hybrid because he's a dumbass
dunno about the rest
I play
hybrid sion :(
My blitzcrank is an all-rounder with no extreme strengths or glaring weaknesses, letting him labor stalwartly however he's needed. The only extreme on him is maximum mana, which lets him do troll initiations where he's "accidentally" out of position and people Self Delete dive trying to kill him because they think he has 10% hp when really he has 40% of his effective hp. This doesn't work nearly as well since they added visible shield strength to health bars, but it still works better than it should because people tend to forget about the shield entirely, or underestimate how big it will be when it pops up, burning a lot of good moves in the initiation. The high resists from banshee/heart go very well with the big mana, because resists magnify the shield strength. This build is also nice because it has built-in room for expansion if the game runs extremely long by letting you up your sheen to a trinity. I play smite/avarice farm, so I just generally ignore enemy champions until I have my building items (rod/manamune) and then get the sheen once those are charging. Then I'm free to up mana, armor, and MR however I deem necessary depending on the situation. However if this is starving your own playstyle too much, then it's fine to go for sheen earlier, preferably no sooner than catalyst.
Tryn is pretty well-balanced I think. There's some issues when he's controlled by a superior player when he performs even more better than that player should given his skill advantage, because he snowballs really hard, especially if he's allowed to freefarm the whole map's jungle the entire mid-to-late game because the other team is not picking up any camps. He doesn't really have balance issues in general as far as I can see, though. His ultimate turns into a contest of which side has the best predictive model of what would happen if he were to activate it at any given moment - whoever predicts better how things would go will put themselves in a smarter position and either get a free kill or bait an ult wasting, respectively. A lot of newbies argue that he has a "no skill ultimate" when really it's a direct tug-of-war of skill, requiring a lot of skill to counter and requiring just as much skill to counter-counter and be useful again.
That video of beyblade was AWESOME.
50 wards might be acceptable for an entire team in a long game. One player cannot efficiently walk around that much to where they would need be, however, particularly in the early game, so it's definitely too many for one player.
anyway, why are they adding so many characters so fast? are the now depending on microtransactions due to some market crash or something?
Their rate of adding characters has
plummeted. For most of the game's lifetime they've added a champion every 2-2.5 weeks. Recently they slowed down to go back and fix some problems that were piling up, like removing dodge, adding charge counters and timers to a bunch of old champions' passives, and reworking some shop items like stark's fervor and hexdrinker. The only reason they've been so slow this winter is because of their commitment to keep the game fun so that when they
do add champions, people will still be around to buy them.
Many champions in LoL can bring down turrets by themselves pretty easily, but only in the late game, when it's a
massive risk to hang out on the enemy's side of the map while visible and by yourself. If the enemy team is paying attention at all, it's just going to feed them a kill unless you coordinate a distraction with your team.