ARAM/Butchers Bridge thoughts re: changes from base ARAM
ARAM Bench - This has been great
Widening the F2P pool - Also good
**Earlier Level 4 **- Less happy One of the things I have generally enjoyed in ARAM starting from back before it was a mode, was the slower early game, where your skill choices and decisions had a pretty serious impact. If you misclick your skills, it would live with you.
While I understand the desire to speed it up, I don't think hitting 4 after the first wave is appropriate. It mostly seems to come up in the first teamfight, which just causes havoc as you are now also trying to manage leveling in the middle of combat. I would like for it to be pushed to either the first minion of the second wave, or to after the three melees from the second wave.
ARAM Dark Harvest - This is about the correct scaling I think. Makes it weaker in short games while still feeling impactful in longer matches
**Warmogs removal **- This has for me been the most frustrating change, for two reasons:
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The lack of available regen for champions with larger health pools makes the late game really punishing. Carries can get back to full with a relic or two, and to be left as the tank at under half just feels bad. It also removes the ability for tanks to engage, potentially kite back and then re-engage, or to feel really great about managing to escape from a fight and contribute in some way to helping your base hold on if everybody else wipes. Dodging skill shots while running away, to have it come back up and be able to turn is a great feeling, dodging skill shots to be make it back to your turrets with no real health sucks.
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With the extra pen items from the event in play, I've been wanting to build a larger health pool to bolster my armor/mr, and removing one of the larger chunks of health in the game that's resist agnostic, I've found to be a struggle. I'm not sure what to build around 3-4 items on against a team that's evenly split on damage types after getting an armor item, and mr item, and boots. Biasing to one side or the other can feel bad, if the one you didn't choose starts popping off, so warmogs could fill that gap until potentially is was clearer who was carrying the other team.
Event Items: - _ Kinda meh on the whole_
The boots and warp AD item mostly just seem frustrating to play against, while not being that fun for me to use (very personal opinion). The AP item seems like it could function in ARAM in a pretty healthy state.
To elaborate: The Boots of Wall Ignoring make lategame much more difficult if you are behind. You can no longer push forward and be sure of where the other team is. The possibility of side ganks, or of being back-doored goes up dramatically if any of the opposing champs have these, instead of only really needing to worry about it with specific champions. It also feels like it somewhat breaks the point of ARAM which really was to force people into head to head fights, and not worry about being ganked from behind.
The AD warp item, seems like it's either great on people or terrible, with very little in between and zero counter-play for the other team. Since the return cannot be stopped by hard CC, you're only hope is to massively burst them, or they simply escape scot free. If the return could be delayed by hard CC, I could see this item staying, but as is, I would rather it be gone.
Team Health Relics: These have been nice, not needing to compete to get some healing has made things easier and less angry. One thing I wish was more clear is that the person who picks up the relic gets more healing then everybody else. I keep having teammates trigger the relics at full health like they are helping my 5% health self, but really they are denying me the full benefit I could have.
Admittedly, I didn't realize they healed the person who picked them up initially, so this may just be a clarity issue.
Feedback from a pretty dedicated ARAM player - Thanks for reading!