ARAM: Tankiness needs balance.

Kaladryn·3/9/2016, 6:23:36 PM·3 votes·668 views

I have 4100 total aram games played, if that means anything.

Due to snowballs (which ruin ARAM as "teamfight practice" BTW) and a reduction in the cost of tanking gear in recent patches, and that fact that ARAM builds are now closer to complete (you never used to come close to finishing builds in ARAM perviously), Tanks are now EXTREMELY overpowered. I am using the utmost in refined perception and balanced judgement in making this judgement. If you strongly disagree with me, you probably haven't seen everything I have seen. Now we many disagree on the DEGREE with which tanks are overpowered, but there no doubt, ARAM is completely dominated by tanks:

  1. Teams with NO TANK have almost zero chance of winning, even if they have otherwise extraordinarily powerful makeup.

  2. Teams with MORE TANKS will almost always win.

  3. Teams with ALL TANKS will also dominate, if everyone builds tanky.

  4. There is no such thing as "not enough damage" if you are way tankier in ARAM.

  5. Sure any champion can be built tanky, but games will still almost always be won by whichever team has the most and/or best tanks.

I am one of the people who LOVES playing tanks. So that is not what this is about.

This is about ARAM being less decided by random team makeup, and more decided by a SUBSET of random team makeup, which is how many tanks you get and/or how many of those tanks build tanky.

It's too one dimensional it just gets boring.

Thanks for listening.

4 Comments

Alexander3163/9/2016, 7:41:54 PM2 votes

I guess people downvoting this only read the title.Please,take a moment and read the whole post.You may not understand at first but any person with enought aram games can say this is true.

redniwediS3/9/2016, 7:21:26 PM1 votes

Tanks are honestly not the problem. I'd take an actual tank any day over a rageblade Jax who builds straight tank items after.

Minarde3/9/2016, 10:01:20 PM1 votes

ARAM has always favored tanks late-game. The issue is that their early-game is abysmal, since tanks often have no waveclear or ranged poke. As such, they either dance around threateningly or hide under tower. Riot's idea behind introducing snowball (make weaker melee champs feel better to play) was good, but the execution was horrid. Rather than actually easing early-game troubles, Mark/Dash exaggerates mid- and late-game teamfighting strength, which only increases the gap between strong and weak champs.

These problems might be manageable, but Riot has traditionally demonstrated a extreme reluctance to devoting balance resources towards Alternate Maps.