ARAM Discussion) - Can We Do Something Warmog's or Snowball
TLDR; ARAM Warmog's + Snowball users turn every tank into a wuss.
Reason we nerf healing into the ground was because it creates an oppressive atmosphere on ARAM. Reason we provided snowball was to give some of those champions that have a hard time engaging some window of engage.
Why do we need to do something about this playstyle?
- It goes against the general design and scheme of the ARAM map. The combination of the Warmog's and Snowball is in my opinion counter-intuitive to ARAM's intended design and cancerous. ARAM was meant as a war of attrition with few champions able to get around this. Hence we nerfed those champions that heal to prevent a one-sided push. This is also the reason backing isn't really allowed. Warmog's pretty much negates this entire concept. It turns every full health tank into a reckless diver one minute then the world's biggest wuss the next, meanwhile the damage they do get off will stick.
Note)
Everyone can argue that most ADC's can heal while that is true it is unlikely on most teams for most carries to heal to full due to shared resources or having to be in a place of danger contesting around minions for their heal. They don't just get to run away and enjoy a free heal.
And, they're a lot squishier, its a lot harder for carries to get in and out without being punished. As such, reckless dive+wuss mode does not exists.
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You can't really punish this (dive + wuss mode) behavior on most team comps) Let's face it, most of the time, there's nothing you can do. Unless you're lucky enough to have enough CC on your comp or have a bit of chase. However, this is not true of most comps. If you're smart about it, there's really no way to reliably kill a tank. This leads to 'alive longer' = more experience = out scaling my opponent. Combine this on multiple tanks and its just oppressive. It'd be fine if there were a way to counteract this behavior but there really isn't if you can't punish it. You can't base and get more damage, you can't base and heal to match starting health. There's no way you can reliably flank them to prevent them from getting away. Eventually you have to die and bleed objectives.
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It takes away from the identity of tank champs and leads to a pretty much universal playstyle. Dive Mode & Wuss Mode = Enough Said - Everyone's a Garen/Mundo. Jump in use abilities, land damage, walk away. It's so much of an identity breaker that I've even seen safe ranged champions take it just to counteract late game poke. I mean after all you can't protect the nexus if you're dead. Sure you lose a bit of damage, but give me warmog's team vs. not and you'll just widdle them away.
Possible Solutions)
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Remove snowball, this makes warmog's engagers at least think about their engage. Let's face it, they save so much damage by not having to run at you.
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If warmog's user's can turn into wusses and run away to heal, then we could just enable basing altogether. Let's be clear, I love the balance of this option but hate it that its one of the last remaining map's original identities that separate it.
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Either A) remove warmog's, B) lower the upper % cap it will heal you to or prevent it from healing you more until you reengage into combat or make full health healing harder to obtain (much longer)