ARAM Rune Tweaks?
As an individual who loves finding combos and messing around with what is and is not viable, I absolutely adore the idea behind the new rune system, and think it's a huge step up from what we had before, some needed balance tweaks notwithstanding.
As an individual who primarily plays ARAM however, I was a bit dismayed that several of the runes have gross balance problems in ARAM. I realize ARAM is always a secondary concern, especially when the dev team clearly has plenty on their plate with balancing the new runes for their main gamemode, but it would be nice to see things brought into line on ARAM once they get the chance. What follows are some ideas for possible rune-tweaks:
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Eyeball Collector/Hunter trio/Legend Trio. This one I'm really not sure about; all of these stack based on takedowns, which happen rapidly on ARAM, often capping out by the 5 minute mark. I'm aware that ARAM is supposed to go fast, but it means these runes really may as well default to their max values most of the time. As-is you don't feel like you're being rewarded for taking part in takedowns, you feel like you're just being a handed a thing for being there. Maybe tune these down so they cap closer to the 10 minute mark on average?
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Triumph. Another takedown-based rune, Triumph is fairly insane on ARAM right now. Takedowns happen rapidly, so Triumph provides massive healing and bonus gold. Currently worth way more on ARAM than on SR.
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Dark Harvest. Dark Harvest is already very potent in SR teamfights due to how it can be chained (Get Soulcharged, kill with it, get charged from the kill, repeat). With ARAM being mostly non-stop teamfights, Dark Harvest is exceptionally easy to proc and stack, assuming you don't have an opponent with it. Which raises the issue of how awkward it is for both sides to have a Harvester- Souls drop in a very small area, so the two are constantly competing over the souls. Perhaps Dark Harvest damage should be tuned down a little on ARAM, and possibly prevent the eating of your own team's souls?
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Gathering Storm. Scaling AD/AP is great and all, but the 10-minute increments make it fairly useless on ARAM atm. ARAMs often never hit the 30 minute mark, meaning that in most cases this caps out at the second bonus, making it just worth far less. We have quick-charge Rod of Ages, why not Quick Charge Gathering Storm? Rod of Ages uses 40 seconds:1 minute; if we used that here, it would mean Gathering Storm stacks every 6 minutes and 40 seconds, which would be a significant improvement.