ARAM %-Based Champion Adjustments
I'd like to preface this by saying that I'm an ARAM enthusiast (over 4000 games played) and aside from the occasional rotating mode it's basically all I play in LoL anymore. It's the only mode that I've played for the past 5 or so years and recently I've been getting less and less enjoyment out of it due to one specific decision on Riot's behalf, %-based champion adjustments. Is ARAM a balanced mode? Not really. Can ARAM still be fun? Absolutely. Can you express skill in ARAM? Not nearly as much as before and that's why I'm making this post.
The Crux of the Issue: My problems with the mode started earlier this year with the great ARAM patch 9.7 that introduced the one thing that I think is ruining the mode: ARAM-specific %-based damage adjustments. At first I thought it was great that this side game mode that I love is getting attention and balance changes but it's become evident to me after hundreds of games why this kind of % change adjustment style is not used anywhere else in the game and why it isn't a viable way to balance a skill and counterplay-based game such as LoL. What it does in essence is remove significant amounts of skill from the game by making matchups more polarized (win harder, lose harder). When you amp damage or damage taken there's going to be less counterplay and thus less meaningful decisions to make, both from the winning and losing side of a matchup. I'll elaborate on the reasoning further a bit later
First let's look at a quick example of the most egregious % adjustment based matchup currently to throw some numbers out there:
VS 
- Akali has currently (9.17) +18% damage dealt and -12% damage taken
- Sona has -15% damage dealt and +15% damage taken
- Both champions are at lvl 9
- Both have 1 item (Gunblade vs Archangel at 50% stacks)
- Both cast 1 Q at each other from within 900 range
- Runes and other champion auras ignored for simplicity
The damage goes as follows:
- Akali Q deals 190 damage to Sona (19% max hp)
- Sona deals 131 damage to Akali (11% max hp) Akali is at 89% hp, Sona is at 81% hp = 8% life total difference after ONE spell cast
But wait, those are the normal game numbers, in ARAM the damage numbers are a bit different:
- Akali Q deals **258 **damage to Sona (26% max hp)
- Sona deals **92 **damage to Akali (8% max hp) Akali is at 92% hp, Sona is at 74% hp = 18% life total difference after ONE spell cast That's a 35.7% damage increase for Akali and a -29.8% damage decrease for Sona, skewing this matchup beyond any sense
Is Akali going to beat Sona in a 1v1 with even items and levels? Probably yes in both modes, it's a matchup dependent thing. Can Sona outplay Akali and make a daring escape to a tower, scare the assassin off by dodging a few skillshots etc? Absolutely not in ARAM anymore, no tower is going to save a Sona from that damage output and Akali has access to a snowball in ARAM on top of her 4 built-in dashes. It should be obvious from the above example that with these damage adjustments there's practically 0 possibility to outplay an Akali or any other damage amplified champion as someone who takes massively increased damage. I understand that Sona is a far better ARAM champion on average and that Riot is trying to bring her winrate closer to 50% as well as boost Akali's winrate up to 50% but this is not the way to go about it, it affects the play-counterplay foundation of LoL far too much.
Why This Doesn't Work: Sona and all the other cleric supports are still going to win every single game where they get to be paired with poke champions against worse poke champions, worse clerics or squishy/ult-dependent melee characters with no waveclear regardless of the % adjustments, the matchups are unchanged fundamentally as we explored in our earlier example. The aforementioned poke vs poke matchups seems to be what most people gravitate towards when rolling for champions in ARAM and as a result certain champions will dominate the pickrate and winrate charts. Even with a 50% damage taken increase Sona is still going to be just as annoying in the matchup where no one gets to touch her and instantly lose all of the ones where she can be engaged upon, maybe that dichotomy would amount to a 50% winrate but more than that it would result in a consistently awful gameplay experience as there's no meaningful player interaction in either matchup.
What these % adjustments do to the game is turn losing matchups on nerfed champions to borderline unwinnable games and winning matchups on buffed champions to near guaranteed wins. It does not fix the core issues that the mode has with champion balance, instead a significant portion of skill is taken away from every single ARAM game that these champions with adjustments are present in.
Is it nice to have a permanent Deathfire Grasp active on all your opponents as a LeBlanc when facing some squishy ADC? Sure, you will get a guaranteed kill on your target with even a botched combo where you miss half your spells. Will it help you kill that big boi Trundle that's clubbing your face in? Absolutely not. How is gameplay affected by LB having a built-in permanent DFG (and damage resistance)?
- The squishy victim of LB can no longer express skill by outplaying LB because LB's damage is so heavily amplified
- LB can no longer express skill by flawlessly landing every combo because their targets die halfway through the rotation
- thicc boi Trundle can barely feel the difference because he eats burst mages for breakfast
Matchup unchanged, skill reduced, counterplay removed. That's my main issue with the % based ARAM adjustments that started with patch 9.7 and why I'm struggling to find as much enjoyment from the mode in the past few months. If it's not obvious already this is not limited at all to the champions I mentioned, even the untouched characters have to deal with their teammates imploding at the sight of a buffed character or with their frontline going 1v5 because they simply cannot die to a bunch of nerfed mages. And no, I'm not advocating for simply tuning these % adjustments to be less powerful, I think they'd have to be unnoticeably small to not have a negative impact on the game at which point they shouldn't exist in the first place. If there's one % based change I'd like to see it would be to change the howling abyss aura "Reduces all outgoing heals by 50%. The healing reduction does not affect self-heals" to also include shields but general ARAM balance is a different topic entirely.
Conclusion/tldr: Please Riot, remove these % based adjustments from ARAM. I fully understand they make the winrate data look much nicer but they are horrible for skill expression in the game and actually do very little to adjust the larger balance issues of an all-random all-mid mode. No adjustment ARAM was more enjoyable and skill-based than the howling abyss we have now. Permanently slapped on bandaid fixes that reduce skill have no place in a game like League of Legends, not even in the ARAM.
get buffed when anyone with 100 or more games could tell you they need nerfs.