Remove Warmogs Armor from the Howling Abyss

Modl Ryden l··3 votes·591 views

It goes against the rule of ARAM where you're not allowed to base for recover.

It bypasses the need for a healer.

  1. It supplements healers, allowing healer supports to focus on more squishier champions.
  2. It also allows Soraka to proxy it's effects onto champions that didn't buy it for themselves.
  3. It prevents bounties from being claimed. Especially on mages that go into prolonged killing sprees.

It stinks losing a game of ARAM, where supposedly people are supposed to be murdered left and right, are instead cowering behind a tank item to recover from the poke they took and later get their items to win or even just flashing out at 2hp and then 5 seconds later they're k.

Albeit it is a good strat to survive until you get items and there is a threshold but it's TOO good on a map that doesn't allow recall.

Come on, stop wussing out and fight! It's called the Murder Bridge for a reason

7 Comments

redniwediS4 votes

Reduce poke damage so front line characters don't have to play in the back line, then we'll talk.

AlienPrimate2 votes

If they remove Warmog's then they need to remove Morellonomicon too. Mages can poke all day without even having to look at mana because of this item. Every time an enemy dies, they get enough mana back to kill another enemy. As long as infinite mana sustain exists, so should infinite health sustain. They would also need to remove presence of mind from ARAM. I saved 23k mana in 19 minutes in one of my recent games with it. That is absolutely absurd being able to save 1.2k mana per minute with a non keystone rune.

HereComeSexyTime1 votes

I build mogs all the time on aram. It's not that overpowered at all. If you fall back out of poke range long enough to regen every time then you lose your turrets. If you are a mage and build mogs your dmg is weak. Leave it in

Modl Ryden l1 votes

There are alternatives summoner 3summoner 21 summoner 7 can all mitigate incoming damage. Not every match of ARAM requires summoner 4 or summoner 32

Warmog's should not be a supplement for a player's inability to dodge. If you want to avoid poke, then do it, literally.

There are health relics you can claim when you get low, which have been part of the bridge since League's release.

The point I'm making here is that Warmog's Armor on the Howling Abyss, is essentially a 2850g fountain for a map that doesn't have one. You start off with 1400g and if you already knew that you're unable to dodge the abilities of the opposing team then you're already going to rush it. And even if you don't meet the 2750 hp threshold for it's passive, you're still getting a fat 200% base health regen. That's effectively having a potion and more regen'ing you for the entire match, for champion with the lowest base health regen. This value only goes up from there.

redniwediS2 votes

Warmog's should not be a supplement for a player's inability to dodge. If you want to avoid poke, then do it, literally.

It's a one lane map that can have up to five long range poke champions against you. The point you need to realize is that without Warmog's there will be champions that have to either go in the moment they show up to fight or hang back behind the ranged champs of their own team, because otherwise they will just get poked down and become useless. It might not feel great to have someone poked down only to return with full health in less than a minute, but it feels oh so worse when you get poked down and have to hide behind your tower or feed.

If your post was about all sustain, including healing supports with infinite mana and anyone who builds lifesteal, then maybe something could be done, but only removing Warmog's will just screw over people who get certain champions.

Modl Ryden l1 votes

Being a one lane map doesn't excuse poor dodging abilities. I'm not saying everyone needs to be perfect at dodging but if the argument to keep it is because a player can't avoid poke, then Warmog's being a necessity is not an issue, it's the player's issue.

Aside from Warmog's there's plenty of ways to build sustain without it. You can still build plenty of base regen through other items which already made to counteract poke such as item 3194 item 3065 and item 3800. Additionally taking the Second Wind rune also helps return some of the hp lost in a trade. Assuming this is all from a melee/tank perspective.

Fighters and marksmen still have access to the lifesteal stat so Warmog's removal isn't really an issue for them.

Many of the long ranged AP champs already have enough range to keep them away from taking unnecessary damage and can already go on legendary killing sprees without and complications. Their only limit is that eventually they'll plateau in damage and will need to spend their gold to bring their back up.

The biggest abuse case that really comes to mind is Veigar building it, since his damage really comes from just stacking his passive on a small map riddled with champs to stack on. Vladmir is a strong case too but even with a proper build he'll be self healing like a maniac without the need to build Warmogs. Annie is another case too in the scenario where really she just needs to apply her massive to stun to contribute and gain gold. The HP helps her make sure she gets in with the stun and unload her kit without having to worry about trading her life.

But considering the usage of Warmog's as a means to prolong the game until your can get items to feel effective. Then surely it means that you're likely to play a long, drawn out ARAM match, with a champ you don't think makes for a good candidate for the map, against a team that looks poised to win from champ select. Then you're already having a bad time. Just let it end and find a new match. Your friends are probably all waiting for you to get out of your supposed quick 18ish minute match. But noooo, players had to go and build Warmog's so they wouldn't lose. Matches slowly become 20 to 25 to 30 minutes commitments. So much for a quick game of ARAM.

Minarde1 votes

Quick note: it's generally better to click "reply" rather than starting new comment threads. It makes discussions flow better and actually notifies the person you're trying to reply to.

But considering the usage of Warmog's as a means to prolong the game until your can get items to feel effective. Then surely it means that you're likely to play a long, drawn out ARAM match, with a champ you don't think makes for a good candidate for the map, against a team that looks poised to win from champ select. Then you're already having a bad time. Just let it end and find a new match. Your friends are probably all waiting for you to get out of your supposed quick 18ish minute match. But noooo, players had to go and build Warmog's so they wouldn't lose. Matches slowly become 20 to 25 to 30 minutes commitments. So much for a quick game of ARAM.

"Rather than trying to win, you should just give up if you're unfavored"? Why bother playing League if that's your mindset?

There's certainly situations in which Warmog's feels overbearing (e.g. Soraka), but at the same time, Warmog's makes ranged harass feel less overbearing. Nerfing Warmog's is one thing (possibly by raising the health threshold to help reduce abuse cases by requiring a greater investment), but outright removing Warmog's would be problematic without also overhauling ARAM's overall sustain issues.

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