Thoughts on ARAM Balance

The Yetii Rider··2 votes·376 views

So, the new items definitely can help, but I just played a game that pretty much opened my eyes to the main reason why poke comps are so devastating in ARAM, and it's not something that can be fixed with itemization.

Thing is, if the enemy team has 3 marksmen and 2 supports, you aren't going to win even if you have tanks, skirmishers, carries and mages. A balanced team cannot hope to fight against a ranged team, because ranged teams are just better at sieging. The game is split between team fighting and sieging, but when sieging is just how you win the game, then the team that is better at sieging will win.

So, ARAM balance team, I have a pretty simple solution for this problem. Remove the turrets from ARAM entirely. Remove the Nexus, remove the inhibitors. Just have the minions spawn, with no supers, and let us fight. ARAM is supposed to be a bloody free-for-all deathmatch, but when you manage to pick up three kills and you still can't get anywhere because your entire team is melee and you get poked off the turret, then it's not fun.

The existence of turrets as an objective in ARAM will ALWAYS favor ranged champions, period. There's a reason the carry is mandatory on SR, and it's not fun when you aren't guaranteed to have one on ARAM. Just remove turrets. Just make the game an honest deathmatch to 50 kills. That would be so much more fun, satisfying, and so much less stressful.

5 Comments

Erockandroll3 votes

ARAM is not a death match. No game mode in league is a death match.

Anyway, I will honestly disagree. Not only do melee champions get a foot hold in this game thanks to mark/dash, but they will also have better ability to counter build their opponent. (Especially if they get 3 ADC's like you suggested.)

My advice to you, if your a Tanky Melee. Start with a Targon's embrace, You will be able to sustain yourself with the spoils of war passive, and you will be able to get some CS, while boosting your teams over all gold. And then in the middle of the game or so, get Wormarg's, because you are going to want that out of combat sustain.

The Yetii Rider1 votes

{quoted}

ARAM is not a death match. No game mode in league is a death match.

Anyway, I will honestly disagree. Not only do melee champions get a foot hold in this game thanks to mark/dash, but they will also have better ability to counter build their opponent. (Especially if they get 3 ADC's like you suggested.)

My advice to you, if your a Tanky Melee. Start with a Targon's embrace, You will be able to sustain yourself with the spoils of war passive, and you will be able to get some CS, while boosting your teams over all gold. And then in the middle of the game or so, get Wormarg's, because you are going to want that out of combat sustain.

And then how do you get towers? I've done this, and I've won with tanky champions, just not against an entire team of marksmen who will poke us out and just take turrets from so far away we can't contest.

Auto attacks always hit. Mark/Dash can miss. Why is it on the melee champions to outplay their ranged counterparts, in addition to being locked into a summoner spell that just got nerfed while every other summoner got buffed?

cocacolalips1 votes

Melee champions are rock bottom at 40% win rate while ranged champions top 60% win rate across the board on Howling Abyss. And that's considering win rate naturally gravitates towards 50% due to the nature of it being a team game and champions dragging eachother up and down when on the same team. The actual difference is even more obvious. You can't tell me with a straight face that melee champions "get a foot hold."

DartExplosion101 votes

so how do you win then

cocacolalips1 votes

I don't think straight up removing turrets is a solution, they offer a challenge and add depth to the game, much like boss fights in other games, the problem again much like boss fights in most other games, they are designed in such a simplistic way melee champion archetypes are being penalised over their ranged counter parts. That's 100% a design issue, no every raid boss in every game is that way, I have played games where raid bosses are challenging for both archetypes, both have a distinct role in the fight and both are as much at the risk of dying. I think a rework of the turrets would be interesting both for Summoner's Rift and Howling Abyss.

A simpler and temporary solution I like to balance out ARAM would be to simply nerf ranged damage by a %. We already have a Sustain % debuff, a Mana % buff, a ranged damage % debuff should not be too difficult to implement. Considering ranged champions are winning approximately twice more often than melee champions, it would be acceptable imo.

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