ARAM balancing needs to go
- Inconsistent: How a team fights feels on ARAM vs Rift.
- Unclear: I don't know who is buffed or nerfed in the lobby.
- No Enjoyment: Yeah maybe a champ I don't like is helped to do average and a champ I really like is nerfed to do average. NOTHING to look forward to! I still reroll the champs I don't like. I still play the champs I want to play and if they have a nerf, the whole game feels depressing!
ARAM is a great tool to learn champions you wouldn't normally play. It is also a great way to learn how to build adaptively. It is fantastic for practicing team fights. I like that it is chill and quick compared to Rift, there are no picks or bans, just get a champ and go. Please reinstate its usefulness as a laid back tool, rather than a depressing game mode that doesn't translate to Rift.
If you absolutely need some kind of balance my suggestion is randomized champion pools per role. For example: 1 champion common to top lane (or tank) 1 champion common to jungle (or fighter) 1 champion common to mid (or mage/assassin) 1 champion common to marksman (or marksman) 1 champion common to support (or support/mage) Then both teams will have a fair champion balance, rather than weird stuff like tanks with "take +10% more damage" or a long range mage with "+12% damage." This role randomization can be accomplished by choosing randomly from a top (40? 50?) played list for each lane role, or randomizing by role tags specifically and ignoring category size since some are larger or smaller (i think fighter is largest and support is smallest). This is a fantastic idea for maintaining a balance, keeping it random, and not changing the way champs feel on Rift.