ARAM vs Summoner's Rift
ARAM is a fast paced, ever-moving fight that only ends when a Nexus is down. Unlike Summoner's rift there are no real lulls in the action. (Except when you have over cautious tower nesters... but hey!) It requires a good deal more in the area of reflex, and less in the area of strategy (in some ways) than it's more popular brother. There are, however, some differences of note:
- ARAM Strategy does exist. Strange, I know, but it really is there. Many a player I see pop into ARAM and not understand that at times dying is far more beneficial to the team than having a good KDA. (Don't get me wrong, inting is not a solution here, I mean to maintain relevant items.)
- Many Champions build differently in ARAM than they do in Rift. Due to higher farm rates, and the compact design of the map, there are numerous ways that Champions build to great effect. Sona is a good example, as she is far more use to her team by relying on her intense damage than her ability to heal. Heals are nice, but ARAM has other ways to sustain champions.
- There are vastly fewer obstacles in the way of a team's way to victory. While it is nice that you are 10-1, generally fed early, your items are far behind the enemy team. By the time you DO die, the nexus can be gone before you respawn. This is not the fault of your team, but the fact as the game has progressed - you left them basically 4v5, as you kept yourself out of fights to keep your KDA.
Point is: Relax. Come join us over in ARAM, kick your shoes off, and have a blast. Don't break down ranting at your team because the Metas of Rift are abandoned. Many of us live in the Howling Abyss, and are used to the fact things are different... you are the one raging because you don't understand.
*Disclaimer: While you're relaxing, don't forget that standard League rules still apply. Harassment, being toxic, actual inting, etc can still end with you being banned.