The new changes to ARAM are great but...
... there are still some important things about the game mode that could be improved.
- Warmogs is a pretty overpowered item on ARAM but I still feel like it's a necessary evil atm because of how oppressive certain poke champions like Xerath or Ziggs can be, especially against teams with a lot of melee champions. Even with Warmogs existing it's completely possible for poke comps to win the game during the time window in which the enemy team didn't acquire a Warmogs yet with an online Warmog's Heart passive. If Warmogs gets removed, poke champions will now be super dominant in the late game as well. While I'd be fine with removing the item, we definitely need some sort of fair replacement so poke champions don't become even more overpowered as they already are. I think every class should have some sort of anti-poke item that doesn't invalidate poke as a whole but makes it a lot more fair. Maybe increasing the overall health regen for all champions in general would be a good solution as well.
- I get it, Teemo is one of the most annoying and overpowered champions on ARAM and even with Oracles he can still be useful but the fact that Oracles is a 300 Gold hard counter to any other champion relying on some sort of stealth mechanic just sucks. Ever tried playing something like Shaco against a team with Oracles? Yeah, good luck. Spending 300 Gold shouldn't invalidate an enemy champion just because of Teemo existing. I suggest removing the item and in return directly nerfing Teemo's Shrooms on ARAM, maybe by reducing the time they stay on the map or something like that or by introducing a new consumable that only grants sight of traps.
- Death timers can feel a bit frustrating sometimes. You've probably experienced this a lot already: you're behind and the enemy team is trying to take your base but suddenly you get that amazing comeback team fight, acing the enemy team. On Summer's Rift this would be a pretty big momentum shift but not on ARAM since you usually can't take objectives outside of the enemy base like Elder or Baron and the enemy team probably respawns before you can push far enough for a tower/inhib take. It's even worse on ARAM since a lot of the time you're probably below half health after a big teamfight unless you have sustain through Lifesteal or Warmogs. I don't know how but something needs to be done about death timers so acing the enemy team in your own base actually matters. Right now you're just gonna get revenge killed most of the time because of your team not being at full health and all of that without even taking an objective. Snowballing on ARAM is a big issue in general I feel that needs to be addressed, comebacks usually happen because of enemy players making fatal mistakes rather than good initiative from your side.
As you can see, even with the upcoming changes ARAM would still have its problems. Stuff like the new reroll/champ select screen improvements, base gates and lowered surrender timer are awesome though and something that I've been waiting for so long as a hardcore ARAM fan.