Things that ARAM needs in order to be less frustrating

Saianna··6 votes·1,640 views

Simple. Once/if Riot implements them ARAM will be alot smoother to play.

  1. Full random pool. Obviously. What we have now is nothing more than your own, personal dice with only 1 side of cube having number. Would be fair if everyone had exactly the same cube, but unortunately that isn't the case. Make this change & ALOT of players will by happy.

  2. Reduce shields HP on ally by half. And only if it get bigger than ~200-300 hp. Reasons why: They are spammable. They come with good perks (MS, AD, MR, AR, RAR, WTF, OMG) They can soak more damage than healer could outheal in 1 minute

  3. Create a "impenetrable wall" around fountain so spawn-killing is impossible (works for bth sides). Or give everyone spawned true damage 50% thornmail that works on every spell, ability and AA for 3 seconds. This is very uncool to just sit and kill spawning players instead of finishing Nexus with 1 hit.

  4. (this is my own idea that i believe isn't so bad) After destroying turret make second one undestructible by 5-10 seconds. Reason is: often in ARAM when 1 team is aced at early-mid time, enemy team often picks 2 turrets because of concentrated damage. There is no possible way of defending second turret.

  5. (my second idea). Add 1 more relic behind inhibitor turret, which activates when: a) 1st turret recieves high damage b) 1st turret gets destroyed. c) when allies riecieve total of 20-30% of HP damage Cannot be accessed by enemy team. It's only purpose is to give some means to heal up when facing strong poke-oriented teams


1 & 2 are kind of a MUST. I know that Riot is kind of neglecting ARAM map & its playerbase. They probably have their reasons. But on other hand I often play with or against players with over 5.000 games played. That is seriously HUGE amount of time they have put for that "score". I believe those high ranked players are just as important as any shiny Asian star in LCS MCS, WCS, GBS and whatever S you want. And if that's not important, then maybe give us tools to change ARAM (and ARAM only) via democracy-pools.

7 Comments

Worst Azir China1 votes

Agreed but I think that the 4th one should be a longer duration and that 5th is kind of unnecessary.

Saianna1 votes

I just dislike getting aced and losing 2 turrets without any ways to defend it...

And 5th idea is more as a tool to give defending team just a little bit of support in case of fighting against notorious poking teams

Erockandroll1 votes
  1. and actually reasonable change. But perhaps a bit too much

  2. I Spamable shields shouldn't be too much a problem as long as the spamable poke exist.

  3. playing around the Fountain should be just as important as any other aspect of the game. (even if it doesn't heal you like the SR fountain) I think the obelisk laser is sufficient though.

  4. That's a big IF. IF the team get's Aced. Yet I really, REALLY, don't want to depreciate the value of an ace. Also it's much harder to snowball off kills in ARAM. Even if the enemy gets a gold lead, that does nothing to actually help them until they die, giving your team the same advantage they just had.

  5. Kinda meh, actually. Partially because ARAM is suppose to be shorter than SR. Their shouldn't be any major Stall mechanics. Not that I actually think ARAM lacks comeback potential, but it should offer stat increases, not borrowed health.

Saianna1 votes
  1. It came about 10 minutes after Riot implemented ARAM HA. Which means this idea has number 1 priority. It's whole point of ARam (all random). It'd be called ASRAM (All semi-random).

  2. In most cases ALL champions with spammable shields also have spammable spells. And i've played ALOT of games where enemy team could dance in fountain while shielding one another. It really has to be reduced

  3. Sigh... You gotta be missing my points on purpose. It's not about fighting near fountain, but simply SPAWN CAMPING.

Cindikle1 votes
  1. Does need to be added. But not flat out everything. Give champions you don't own a 50% chance of showing up compared to ones you do. Make rerolls 1 every game, stacking up to two. Since champions owned wont be tied to this anymore. And add a practice match with any champion. #1 reason they cannot do this right now is because players will get stuck with champions they do not know. Biggest problem with ARAM is that you do need a wide knowledge of many champions to be any good at it. I'm sure ARAM is full of smurfs pre-30 and is nothing but frustrating for new players. This change will only make that worse.

  2. Yes please. I'd rather deal with a heal comp than a shield comp any day. A heal comp has to react to the damage to stop burst. A shield comp just spams away. Only problem with heal comps is that they can be passive. But the 50% reduction has taken care of that for the most part.

  3. They could just let us surrender early if both nexus turrets are gone. The change to 15min has helped quite a bit in one sided matches. But it can be a bit of a pain. I worry that this change may hurt team comps that have to be able to suppress the enemy to win. I'd rather the spawning team takes no damage till they leave the spawn area or deal damage.

  4. I'd be OK with a damage reduction. But not immunity. Sometimes the only advantage your team has is it's ability to push towers. Another option could be that when a tower is destroyed the closest waves on both sides of minions are killed off. Making the the pushing team forced to tank it if they wish to continue.

  5. Again i feel this could hurt team comps that only have one way to fight.

Most of the problems in ARAM are with lack of itemization. Because of the nature of having to die to go back you cannot easily build to counter early game poke comps that steamroll(or have Janna). You have to die to build vs them. But at the same time you give them more power though gold and xp. It's a no win situation unless you can manage to get executed.

A trinket system would fix this.

  • GW Trinket - Active allows all attack to apply GW for a short time. Upgrades to passively apply it when attacking enemies under 40% HP.
  • Shield Piercing - Attacks bypass shields for 10% of the targets current HP. Upgrades to an active that doubles this effect. Cannot bypass more than 50% of the total shield amount.
  • Cannon - Attack a turret for true damage based on level. Upgrades to a passive that attacks the turret with a mini-cannon every 4th basic attack.
  • Guardian Horn - Same active as current item without the base stats. Upgrades to passively increase movement speed by 30 when moving to an enemy or allied champion.
  • Orb of Winter - Stacks up Absorption over time. Will absorb damage that deals beyond 10% of your current HP. Up to x/level. Upgrades to an active that shields for half the max Absorption stacks you can hold + your current total for a few seconds. Passive shielding is disabled while active is on cooldown.
  • Mark/Dash - Snowball is now a trinket. Damage removed. CD reduction on use removed, returned on upgrade and basic attacks/spell hits(non-continuous) reduce the CD by 1 second.
  • Clamps - Roots a target for 1 second(400 range). Upgrades to passively grant a 20% MS boost for 1s if you attack the rooted target.
  • Sweeper - Uses the sweeper item mist to show stealth/traps. Upgrades to passively show traps.

Should cover about everything that makes a team comp too strong/weak with enough counters. #'s are of course thrown out there, if you think it sounds OP it can always be adjusted.

Saianna1 votes

I've read your post and things i kind of disagree:

  1. ARAM states for all random. It's purpose was to give the player a champion he might not know. Rerolls and trades made it easier for new ARAM players, but that's nothing more as a feature to promote ARAM.

  2. We already can surrender at 15. And lately i've learned to try just a little bit longer for a miracles, cause they happen quite often ;) But the purpose of this idea is: "to stop greifing other team". Camping at spawn point is bannable offense in any PvP shooter games. This wall could forcefully prevent from doing that.

  3. Damage reduction? Works good for me. Anything that could slow super steamrolling of 1 team.

  4. Well in higher MMR ARAMs you meet awful more poke oriented team comps. Xerath, Nid, Ziggs, Varus. Always all the time. This 1 additional relic that works only for the team from that side could help maybe not fighting against poke, but surviving long enough. Have in mind that player that goes for this relic might miss possible teamfight. It's risky heal ;)

Now trinkets: Some of them could be abused by already alot stronger teams which would only make them win faster without giving other side to retaliate.

Small tweaks I'd suggest: Mark dash has to deal at least 1 ture damage on mark & dash. Just to aggro turrets.

Sweeper. Then items with sweeper ability along with oracle should be removed. Playing teemo/shaco against at least 1 sweeper is impossible.

And here's 3 trinkets that could be kind of cool when implemented:

  1. Yasuos Wind Wall. Lasts for 2-3s. Doesn't block any projectiles, but reduces damage from projectiles by 20-30%
  2. Booster. Whenever you are hit by enemy champion/super minion there's a chance of dropping small shield/HP pack (20-30 dmg) which drops from you like Zacs passive. (similar to shield booster in Borderlands)
  3. Magic thornmail. Reflects 10% of magic damage (3% for melee, but higher chance) in straight line to a caster. Only caster can recieve/get hit by his own spells reflect (just so we won't see rammus going yolo 1v5 and with few enemy nidalee spears he gets penta)
Cindikle1 votes
  1. I understand that. But it'll really hurt the gamemode if they didn't give something back. The practice sessions for all champions should already be in the game as is. I know there's a rotation, but those can be brought into games with other players. If they just flat out added this it'd probably drop closer to Dominion numbers of a playerbase. It'd make it very unfriendly to newer players.

  2. There isn't much stopping them from sitting outside the wall while minions slowly finish the turret off.

  3. I think the minion wave getting killed off is the best. Since it'd force the 2nd turret to be risky and since there are no minions the turret gets bonus MR/Armor. At least I think it still does. Don't remember hearing of it getting changed.

  4. Mostly goes back to #1.

Numbers can be adjusted as needed.

Dash change makes sense.

Sweeper is kind of iffy. The CD on the mist at lower levels wont be 1min. It'll probably start off at 3 and upgrade to 1.5. Having too many teammates with this will force you to give up some fairly strong other trinkets. So while they does hurt Shaco/Teemo. They are also forcing the enemy to pick up less than wanted options. Like of like how Eve force a team on SR to buy more pink wards. Part of their power is that they force the enemy to play differently. If the mist becomes too strong an area could become a "dead zone" where it cannot be used twice within x seconds. The items would for sure be removed/reverted that currently have this active.

Not sure how I feel about the wind wall idea. I'd rather see a normal windwall but it's duration is much much shorter.

I'm not for any extra RNG in the game. Crit is enough.

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