Please allow 10 min surrenders in ARAM games
There are a ton of games where team comp decides it and waiting for the end is just obligatory time wasting. Please? :D
There are a ton of games where team comp decides it and waiting for the end is just obligatory time wasting. Please? :D
I totally agree with the OP and Slaven.
Then there's always the nutbag who votes "no" to surrendering. Lord.
And I am really getting tired of the thing where the winning team doesn't end the match, and just dances and taunts around the nexus. It happens so often. Really?
And I am really getting tired of the thing where the winning team doesn't end the match, and just dances and taunts around the nexus. It happens so often. Really?
i actually report this under assisting the enemy team. refusing to end the game is toxic, bm, and not fun. everyone knows the game is over but can't leave to play another game without getting leaver-bustered.
If it takes up to 20 minutes, the team comp didn't decide it. ^^
I highly disagree. There are team comps that people literally stall the end of the game. They stand around the nexus while the enemy team is aced, and spam taunts, and dance. When the enemy team respawns they pull/dive kill them since they have such a huge advantage. They only end the game when they feel them losing that advantage. It's actually a real issue that should be punishable, or at the least allow a team to early surrender to end a game in that situation.
its called BMing and it actually is punishable. BMing/Griefing are both reportable.
However you'll have to go extra lengths to show proof such as pictures or video clips lol. Most people are far too lazy to care, myself included.
ARAM is a shit mode because all the toxic tards play it. Its like every other modes toxic players get dumped into it.
OLD aram at least punished the poke bot mages from spamming missed skill shots.
This is EXTREMELY rare to happen before 20 minutes.
It's not that rare. People will play without re-rolls, and get stuck with all Melee champs against a team with enough poke that they can't do anything but let them continue to push, and take turrets. Then there's the games where someone doesn't load in, or leaves/afks. I've seen plenty games end 8-12 minutes in because of these types of situations, and even more games stalled to 20 minutes by these teams with all the advantages just because they are enjoying being on the team that are untouchable.
well, if they dance just don't kill the creep and it's enough to lose, if you kill them it just show you team still want to fight so the surrender will probably fail
What if there was a mechanic, where if you are in the enemy base area (past 2nd turret) and taunt/laugh/dance while the nexus is FREELY open (all towers that protect it are destroyed), you get lasered and die with a doubled respawn time. (This is only during game, after the Nexus loses all of its health you can freely do it if you want).
As for not just hitting the nexus itself, that's tricky. For all we know the enemy team gets into a team fight within the base and can't currently attack the nexus, or is busy attacking minions or something. People will find a way to get past this, but at least it's just a suggestion.
~GL
If it takes up to 20 minutes, the team comp didn't decide it. ^^
or the other team is not pushing hard.... they just farm kills without aiming to end it so they can have a blast with their awesome characters. While on the other end, the losing team is hating life and wanting to leave the useless game but cannot because of a late surrender time and not wanting to get hit by the leavebuster
this is too common...
I would be on board for 15 minute surrenders. 10 minutes is just too short to let it play out to see if there's any shot at a comeback/let your team scale (of course, I'm excluding AFKs/DCs). However, at 15 minutes, people should have at least one fully built item, if not 2 or more.
Really? I have had games where we win in less than 10 minutes, and games where at 10 minutes you are down 2 towers and 25 kills and all you want is for it to end, but then the other team just sits around spamming taunt or executing to your turrets while you are dead. Only one time in an ARAM have I ever seen a comeback after a team got a lead, they tend to either be dead even until somebody flinches, or they are totally one-sided from the start. I was playing WW, and at 15 minutes they were up to our nexus turrets and then I got a kill, got my team to pull themselves together and then won at 39 minutes. ON ARAM. It is certainly possible to make comebacks, and not everybody is going to immediately surrender at 10 minutes just because it is an option, but at least having the option would make a losing ARAM much less annoying and time wasting.
I play ARAM semi regularly and I see comebacks all the time. If a team that's tank heavy can stall out long enough they will usually come back and win. I have seen game after game where the enemies start BMing and then throw because of it. At the same time I would love a 10 minute surrender option for that game where the enemy team is Soraka, Sona, Kog'maw, Nid, and Varus.
I know that comebacks are possible, and my main point is that it would just be nice to have the option for a quicker surrender. Not that every game should have a surrender immediately at 10 minutes. I rarely surrender in ARAM, but having the option for those games where your teammates AFK and you CANNOT win would be excellent. I am anything but a quitter, but every now and then you just have to deal with the fact that your team is going to lose and their isn't any worth in wasting more time on that specific match.
Ok, this is coming from a guy who has >2K games of ARAM on HA. No joke - I asked.
It's not a mentality thing or a bunch of trolls or people who give up too easy. Sometimes it's just a reality that no matter what you try or do, you are getting completely stomped.
If you are against Sona, Janna, Nid, Varus, and a tank - and you have like Eve, Yorick, J4, Braum and Aatrox....you are probably not going to have a good time. At a certain point, it's time to start the next match. If nobody is enjoying themselves (except the team wrecking face) then I fail to see the harm in a 10 minute surrender. ARAM is supposed to be fun, and in that particular case it isn't - why keep going?
In general people are going to try their hardest to win or to compete. Even 4 v 5. But people are generally intelligent enough to know a lost cause when they see it. Why not give them the option to make their own decision about when to throw in the towel? What's the harm? Again, I highly doubt it would be abused.
OR -
PS - On the other topic of failing to end the match: what if you disable taunt/dance/laugh inside the enemy base area/range? Make it less fun to drag it out needlessly and toxically.
they are nerfing the ally heal in the pbe (50 % less effective)
If the morrelo effect add to the map aura, all team heal ability will become pretty useless in the map
For the surrender part, I'm not a fan of the tool in general (if it fail the guys who want to give usually goes mad anyway and become toxic witth the team)
15 minutes, maybe. 10 minutes, no.
If your inhibitor is under attack by Minute #9, you don't know how to play. An all-poke team has the advantage until the 15-minute mark, when passive gold generation allows bruisers and tanks to be able to afford 2,500HP, 150 AR/MR builds. Then the melee team starts rolling over the poke team because the carries can't burn down the bruisers/tanks before their 1400HP runs out.
It's all about the difference between being in the ARAM Bronze League™ and being 1800+ ARAM MMR.
{quoted} 15 minutes, maybe. 10 minutes, no.
If your inhibitor is under attack by Minute #9, you don't know how to play. An all-poke team has the advantage until the 15-minute mark, when passive gold generation allows bruisers and tanks to be able to afford 2,500HP, 150 AR/MR builds. Then the melee team starts rolling over the poke team because the carries can't burn down the bruisers/tanks before their 1400HP runs out.
It's all about the difference between being in the ARAM Bronze League™ and being 1800+ ARAM MMR.
The fact you think skill matters in ARAM is funny. Because more often than not the champions do decide the game. Also, please get out of here with your ARAM MMR bullshit.
{quoted} The fact you think skill matters in ARAM is funny. Because more often than not the champions do decide the game. Also, please get out of here with your ARAM MMR bullshit.
Spoken like a true member of the ARAM Bronze League™ -- you scrubs are a dime a dozen, down there in the 1200 MMR. I never said "skill", I said "knowing how to play." So, in addition to being ARAM Bronze, your reading comprehension also sucks. To be expected of somebody born when a Bush was president.
Aram is so fluky that either side can win with one fight. So you should never surrender. If the team comp decided it then they would be killing the nexus by 10.
I disagree honestly. The number of games I've won after 15-20 minutes of just getting punished by poke is actually really high. If the surrender timer were lower people would almost certainly give up in those games. Plus, part of the fun in ARAM is playing the cards you're dealt to the best of your ability. Sometimes you end up with a bunch of tanks and no damage, but even if they push you to your nexus turrets in 10 minutes there's still a lot of fun to be had in the last 10 mins or so duking it out to barely hold on.
Alternatively, what if we balanced the mode so that certain team comps weren't as strong, so fewer matches are decided by champ select?
Something something fun rng based mode. Something something unbalance-able...
They're already doing this a bit.
>Ally healing reduced
Now they just need to give all champs reduction from aoe magic damage (like the tank mastery) and they'll be set to jet.
god bless adc in that case
no for really balancing the mode, the first step will be to give each player the same chance to get a champ (hint, fuse all pool champ in draw in that big one)
I would agree with making the surrender time 15 minutes. ARAM is shorter than a normal 5v5, so it doesn't make sense to treat it like a longer one with surrender times. Applying the same surrender time as there is on 3v3 games makes sense.
I've won a dozen arams this week even tho we had a terrible start and looked hopeless. Stop being negative and actually try, you would be surprised how often one good team fight can make a game. If your team is really that bad youll lose at 15 min any way.
Also I've played like 100 arams this week at all hours of the day and I've yet to have a enemy dance at the nexus for more then a few seconds before ending. I would say its three or four times as likely in summoners rift.
10minutes is sometimes enough to know there is no chance. And the whole game is faster paced then SR, so it only fits that surrender be sooner.
There are a ton of games where team comp decides it
There's an alternative solution; a better ARAM champion balance. Yeah it's really difficult, or nigh-impossible, but it's what I really wish to see...
I tend to have certain hopes that our team would win if we could just get past the Poking phase, what ARAM is basically about by now. And sometimes, we do win. Pushing all the way back from our destroyed Nexus turrets to their Nexus. It feels really good.
Well, if you come in aram with the mentality of "team comp win the game" and want to ff at the start, don't play the mode (now even more since aram account rule over the abyss >-< )
It's not fun for you or your teammates to play with this kind of mentality
The better thing is to try playing in team till the end (more than one time, karma strike hard the taunting guys)
Up here in smurfcity dodge galore ARAM elo, if you can get a game going before the 5th dodge in a row that ISN'T against the most cheese comp yet, then you've won. Cause if it is a cheese comp its full of smurfs who talk shit in alll chat and intentionally dont push. I even tried to find in ARAM in customs like the good ol days but this matchmaking killed it
If you want to surrender in ARAM at 10min, you're playing ARAM for the wrong reasons. In this case, you might as well just enable surrender at all times and forfeit the match after you see the loading screen.
My point is, for something as grossly imbalanced as ARAM, winning isn't really the point. Just play the game all the way through.
A lot of games are predetermined. But I was on a team that surrendered with a stronger comp and 1 tower down each side, just a few days ago. I'm not sure I'd want to see the idiocy that would happen with a 10 minute timer.
Yes plz
Well if you do add a 10 surrender ability then people on your team who are more late game, i.e. Ryze or Zilean, and they want to hit their late game to decide if they can carry, I've had games where my team wanted to surrender and I was Ryze, but I kept denying and just like that I hit late game and carried us to victory. So just give everyone a chance to decide if this game that you're in is worth it.
ive been in a game that didnt even last 10 minutes the random team comp on our side didnt even have any poke except for
and even if you did poke youd die pretty quick
I highly disagree. I personally think players in League of Legends surrender far too quickly. There have been far too many times when my team was making a comeback, or even outright winning, only to surrender because the enemy scored an ace. Very few things are as annoying as your team outvoting you and surrendering.
Problem is they need some itemization for the map to make other comps work better.
I personally think giving ARAM it's own set of trinkets is the best path. (Orb of winter, guardian horn, GW debuff, sweeper, something vs shields, something to help comps with little tower killing power).
If you get a poke heavy team with a melee heavy team, then having most of you taking an Orb of Winter trinket would elevate quite a bit.
Totally agree! Fewer chances to come back.