I believe that Mark/Dash is too strong and needs to be nerfed.
If you don't want to read this gigantic wall of text (I highly recommend that you do), then scroll down to the bottom and you will find a summary.
I have played ARAM everyday ever since I stared League of Legends in the middle of Season 4. It is a good stress reliever for me, and I routinely switch between ARAM and ranked which prevents me from going on tilt. I pretty much know everything important there is to know about ARAM.
Before Mark/Dash was added, ARAM boiled down to which team was able to get the champions that had the best poke in the game. The top contenders for this are champions such as
,
,
,
,
, etc.
Getting champions such as
,
, and
provided you with very strong initiation, especially
.
Other champions such as
,
, and
was just icing on the cake.
Of course, who can forget the strongest champion in ARAM, which is
.
Whichever team was able to get at least three of these champions, especially being lucky enough to get
, had the game highly in their favor. It is not fun to play against a team filled with strong poke. You will quickly notice this if you have ever played ARAM before. I know the feeling of frustration. I experienced it many times. However, the frustration of fighting an all poke team doesn't even compare now that Mark/Dash has been added.
Champions such as
,
,
,
, and any other champions with very strong initiation are not supposed to have this kind of ability. There is a reason that the champions with the strongest initiation tend to have some of the shortest ranges. To even get into range of the enemy team, you either have to use a spell like Headbutt on
, or you had to Flash into the enemy team with
and
.
Now that every champion practically has a
Q, these initiators are able to get into the middle of your team and completely destroy your entire team every 20 seconds. If you have played long enough with this new update to be an unlucky one who comes across an enemy team composition that either has a competent
or
, you will notice that it is not fun to get Pulverized and Headbutted into the enemy team every 20 seconds, very similar to how
works.
The thing is, many people will try to counter my argument on how poke compositions have been dominating ARAM and that melee champions such as
,
, and
don't even have a chance to get anywhere near the enemy team before they are poked down to half of their health. However, most poke champions tend to be very weak once you are able to get up in their face. You are able to completely stomp
with
once you are able to get close to him.
With this new Summoner Spell, poke teams are being completely annihilated by bruiser teams. At least before Mark/Dash was added, an all bruiser team had the chance to be able to faceroll an all poke team if you had the teamwork and items to do so. The problem is that poke teams can do nothing about this. They don't have the strength to pull off a miracle win that an all bruiser team has.
Something must be done to Mark/Dash so it doesn't become a toxic spell. We don't want the meta shifting from poke champions bruiser and tank champions. This solves nothing. If anything, it just makes things worse. I have come to the conclusion that there are three reasons for this spell being so strong.
1. Range
The range of the spell is the biggest offender by far. This allows champions to Dash to you from a range a 2500. Just imagine a
ult, but instead of firing a bullet, it fires champions that stun lock you to death. Nerfing the range of Mark/Dash will make it so that champions will have to move a lot closer in order to initiate.
Changing the range to somewhere similar to a
Q or a
E will work out. If these champions can engage from that range, then surely every other champion can too. There is no reason for the range to be so absurd.
2. Cooldown
The cooldown comes second on this list. It isn't such a big deal as the range, but it is still something to look at. Imagine Flash with a cooldown of 20 seconds and you will know how ludicrous it is. The cooldown of this spell is even quicker than {{summoner:2}} with 10% Summoner Spell cooldown.
I believed changing the cooldown to 30 or 40 seconds will be good. Either this, or we can change it to where the cooldown will double (40s) or even triple (60s) if you end up missing the spell. This will reward hits and punish misses.
3. Damage
The damage is the least of my worries, but it still worries me. The numbers don't look very big, but stop and think about it for a minute. With
at level 3 (you start at level 3 in ARAM), it deals 110 damage at a 210 second cooldown. For Mark/Dash however, it deals **50 **damage at a 20 second cooldown. Just looking at these numbers, you can clearly tell how absurd it is. I don't even have to show any math to know that this is ridiculous. There is no reason to take ignite when you have damage like this.
I believe reducing the damage to maybe a fraction of what it is or even completely removing the damage will be fine. It is an initiation tool anyways, why should it also have an insane amount of damage added to it.
Once we tweak these numbers on Mark/Dash, I believe that this will balance everything out. It will still allow teams filled with bruisers to be able to fight back against poke champions, but it doesn't completely destroy poke compositions.
To summarize: I believe that nerfing the range, cooldown, and damage on Mark/Dash will balance the summoner spell. This is a wonderful spell that allows melee compositions to be able to fight back against poke compositions, but currently, it favors melee compositions too much with poke compositions able to do nothing about this.