ARAM Changes for 7.10

RiotFeralPony·5/2/2017, 10:40:51 PM·46 votes·56,813 views

7.10 ARAM Followup Changes

Here’s a quick summary of where we’re at post-7.8 ARAM changes, and while it’s possible stuff in 7.9 will cause some major changes that will need to be responded to, here’s what we’re looking at and why. You'll start seeing these changes trickle out to PBE soon.

The Good Games in general are resolving slightly faster but more importantly stalled out games are actually ending and resolving. We’re seeing more back and forth and games are more action packed than before. While fun is subjective people in general seem to be enjoying the changes. Overall, we’re pretty happy with how games are shaking out but we’re still looking to make some changes in 7.10 to improve things.

The Less Good Even though "Stomps" do not appear to have increased, on a champion balance side with some exceptions (such as Sona who dropped last patch), many champions who were strong in ARAM got a bit stronger and many that were weaker got a bit weaker We're not aiming for anything near perfect balance for ARAM, and we won’t be doing champion specific balance for ARAM, but there are some small changes here we think can go a long way in bridging some of this gap.

So without further adieu, based off of feedback from the last round of changes and the results above, here’s what we’re looking at for 7.10

Super Minions Respawn/Timing - We like the strong pushes but we’re easing up on the respawn time of inhibitors to match the old number of waves. Minion waves dropped to 25 seconds from 30 seconds, so we’re dropping the inhibitor respawn times to 250 from 300 to match. This means they’ll still be strong but you’ll have a few less to deal with overall Shifting Armor <-> MR - Overall the minions are durable and we like that but the SR Armor / MR tuning isn’t quite ideal for ARAM so we’re shifting some of their Armor into MR to even out their killability a bit between carry types Out of Combat Movespeed This has successful in helping waves catch up with pushes and allowing them to keep up with champions, but had a few wonky unintended edge-cases such as super dodgy champions when it's meant to be a transit buff. As a result once a Super Minion enters combat this Out of Combat MS aura will be disabled for the remainder of its' lifespan.

Cannon Minions The very first wave will not have a Cannon Minion to start things off in a more neutral state We’re looking at alternating the Cannon Waves (Wave 2 - Blue Gets a Cannon, Wave 3 - Red, etc) The Goal here is to give to offset wave strength between waves to give teams with less wave clear a better chance to push out their lane and vary up the flow a little bit early on. Due to their being a small Blue side advantage still on ARAM we’re looking at starting with Blue Side getting the first Cannon Minion so that the small experience advantage goes to Red Side.

Melee Champions It’s a little inelegant but we’re looking at increasing early survivability of Melee champions with a flat MR boost (currently looking at +10). It’s unsurprising that Melee Champion struggle early in ARAM and they tend to get beaten up by primarily magic damage casters who on a map/mode with access to a lot more spellcasts in a narrow corridor tend to do well. This should soften up some of that early harass, with the buff being less meaniningful later as it becomes less needed later in the game.

Gold Flow We feel general gold flow is a bit low and many champions need that extra income to really turn on and start functioning so we’re kicking up the passive gold generation a bit. Expect a small increase in both the minion sharing gold and the ambient gold. We're roughly targeting "half an item" for the average game in terms of increase.

Snowball We like that other Summoner Spells are being seen with increasing frequency in ARAM but we feel that Snowball isn't carrying its' weight in the early game so we're buffing base damage a bit. This will obviously be most noticeable very early game. Snowball and Dash Damage 25-100 >> 40-115 True Damage

Guardian’s Line Feedback has been pretty consistent that the Guardian’s line is a little bit weak. We generally agree though to different extents on the different items. As a result we’re doing a small +50 Health Buff across the board and an additional small buff to the Hammer and Horn (+5 AD,and +50 Additional Health respectively).

Anyhoot, that's the quick "where we're at" for ARAM in 7.10. It won't be the end of the updates (we're looking at potentially doing a followup later this year) but we are going to ease off the gas after this patch for a while. We're additionally discussing some meta layer options, such as how rerolls, dodging, and champion pool options, work, etc but any changes in that space will not be included in this patch. Thanks for all the feedback and support from the last changes. Whether or not you agreed with all the changes in 7.8, the response has been really helpful is assessing and planning for this update.

Fist Bump,

  • FeralPony

252 Comments

dunder kill5/2/2017, 11:19:37 PM45 votes

Any plans on soing somethiing about the ARAM-only accounts? Once you've played enough ARAMs they are in every single game. It really takes a lot of fun out of the mode when Sona Ziggs Lux Teemo are in every single game.

A simple change like making all champs available would be an easy fix.

If you're not doing anything, can you please explain why?

How Do You Meta5/2/2017, 10:44:18 PM31 votes

Why can't we roll every champion in the game in ARAM? It's not fun to play against people who make accounts with a certain champion pool so they can get an unfair advantage in rolling champions.

B W P 455/3/2017, 12:16:32 AM20 votes

Do you see any possible changes to Aram only accounts FeralPony? As someone who plays Aram almost exclusively, I have noticed a lot more Aram only accounts than in the past. It's nice to get someone that is strong in that game mode but when facing people that only have the best picks it gets quite annoying to deal with.

It has gotten to the point where I would say about a third to a half of the people I get queued up with are Aram only. I'm not one to yell Aram only as soon as I see someone with a good champ, but once you queue and get matched with the same people and find they roll the same hand full of champs time and time again it's pretty obvious. I would love to see your input on this subject, as well as a possible solution.

Would Riot ever consider unlocking all the champs for Aram? If so people could then be rewarded as they are now with reroll points based on what champions they have unlocked. This way everyone has a fair shot of getting every champ and people that invest more into their accounts get the benefits of more rolling more often.

Strider1005/3/2017, 12:37:42 AM12 votes

Are there any plans with regards to the mastery/ grading system for ARAM? There have been many games that i have played where i had many kills and 0 to 1 deaths and just gotten a straight A or A+. The system seems that it rewards high cs scores while in ARAM cs is normally contested by the entire team. There may also be a Nasus or Veigar on the team and preference of the cs may be given to them. Due to the recent changes, games are shorter and its hard to get a high cs score unless you have a wave clear champ or ignore poking down the enemy.

MrRiZZaH5/3/2017, 12:39:04 AM11 votes

Love how you straight up lie that "stomps arent happening more" and the "general public is happy with the changes" is biased towards people who don't play a lot of aram. Ever considered supporting the people who love the gamemode to bits instead of just blatantly ignoring them and catering to the SR people again.

Zero Skill Tank5/2/2017, 10:44:41 PM11 votes

Not sure about "10 MR on all melee champions". While most of them do suffer, many tanks and assassins are monster level threats on ARAM.

Lord Galvatron5/3/2017, 1:41:24 AM10 votes

*More ARAM changes and still no increased champion pool minimum https://pbs.twimg.com/media/CNxaO3YWEAANo5H.jpg

iahim985/3/2017, 4:18:08 PM9 votes

I understand that you don't want to make map specific changes, but I think Ziggs tower execute needs to be removed from aram, while it was a small addition in mage update and is balanced on SR, in aram just adds to the frustration in playing against Ziggs, towers have half the hp of a SR tower which makes them very easy to leave at 25% hp in a few pushes, and the only way to stop Ziggs from destroying it, is to stay in front of the tower to zone him off, which is a bad idea as it makes you an easy target for his kit and for his team. Also, we can all agree that Ziggs doesn't need that extra power, as he is extremely strong there anyway.

And on a different note, how about adding a wall at the begging of the game like in SR, as most people tend to not be as competitive in aram, they are more likely to afk at the beginning of the game (or just stay longer as they are not sure what to buy), so they miss the whole "buy fast and group in the bush" tactic that was also in SR. Is not even that uncommon to see someone afk at the start, in most of my aram games there's always that 1 guy that stays in base the 1st minute (and sometimes I'm that guy).

Buddelmuddel5/3/2017, 4:50:46 PM8 votes

While fun is subjective people in general seem to be enjoying the changes

Hmm, is here anyone who can confirm that they like the new ARAM after the changes more then the way it was before, or is this just a claim?

EDIT: Cause for me it became way less fun, and i have played nothing else then ARAM for the last 4 years. My favourite roles were support and tank and now its a lot harder to build them supportive, cause damage is needed for waveclear. But generally, I find it hard to believe that people like it this way better then before. The sentence people are generally enjoying it seems to me like the riot sentence: 90% of our players are nice and have earned a nice summoners symbol, when there are maybe 20% who don't rage. Still I also wonder if just one person came up with all the changes, maybe get some support for whatisawolf or grospigeon in NA or some other high elo ARAM players in EU like: Pr1nce K1tanov or Salensus. All in all I basically heard noone say that the changes are for the better, still i would like those people to comment below.

Eedat5/2/2017, 10:50:34 PM7 votes

Are you looking at any direct nerfs/buffs to specific champions specifically for ARAM only?

Sona Ziggs are practically free wins

What about items? Whenever I get a mage in ARAM my first buy is always item 3802 item 2033 and then I never have to worry about mana ever.

Fed by Snu Snu5/2/2017, 11:24:13 PM7 votes

So no changes towards tackling people making accounts specifically for ARAM then.

Rengooo5/3/2017, 1:25:29 AM7 votes

Any chance you would look at the rate you aquire stacks of item 3070 ?

Its was already quite hard to get to max stacks if you wern't a super spammy champ like sona / ezreal. But particularly now with the duration of games being potentially shorter do you think it might be a bit to hard to accomplish item 3042 / item 3040 ?

LyingOnLine5/2/2017, 10:44:06 PM6 votes

Tank you very much, Sir Pony.

Also, inb4 "but muh mages", "waaaaaaaahhhhh snowball waaaaaaaaaaaaahhhhhh"

ExHentai5/2/2017, 10:52:53 PM6 votes

{quoted}

we’re looking at increasing early survivability of Melee champions with a flat MR boost (currently looking at +10)

Please, no. I don't enjoy a team of supertanks winning the game by throwing their undying bodies at my team. Don't make them even tankier.

Rengooo5/3/2017, 2:04:22 AM5 votes

This is only semi related, but would you consider changing poro toss on poro king to give the same vision as it does on aram (only gives vision on aram if it hits someone), its quite annoying on poro king to dodge the poro but still have your whole brush revealed..

Just an idea.

ChaoticPinecone5/3/2017, 8:43:40 AM5 votes

{quoted}

Melee Champions It’s a little inelegant but we’re looking at increasing early survivability of Melee champions with a flat MR boost (currently looking at +10). It’s unsurprising that Melee Champion struggle early in ARAM and they tend to get beaten up by primarily magic damage casters who on a map/mode with access to a lot more spellcasts in a narrow corridor tend to do well. This should soften up some of that early harass, with the buff being less meaniningful later as it becomes less needed later in the game.

As someone with over 4,000 ARAM games played with all champions unlocked, my .02:

Its not really an issue of Melees in general - its a problem with certain melees. The ones who are mobile, can stick to a target, or engage a 5v5 fight are perfectly fine in ARAM. Sure, they might get poked out a bit to start, but in most cases they more than make up for it once they get an item or two. My Irelia, Garen, Wukong, Olaf, Rengar or Hecarim dont need any defensive buffs to get rolling. Neither do the Ammumus, Sejuanis, Malphites, or Nautliuses. It also poses some problems with melee champions who are strong from the getgo - Alistar, Kat, Blitz, Talon, and to a lesser extent Maokai, Rumble, Nautilus, and Jarvan. Or Kayle, who is a melee-but-not-really.

This change also doesnt really do anything for the problem champions - Aatrox, Udyr, or Shyvana (and maybe Lee, Tryn, Kled and Yasuo). It might help you take a little bit more poke, but 10 MR only allows them to tank maybe one or two more spells while they are sitting under their tower unable to poke, engage, or clear waves.

Spideraxe5/2/2017, 10:49:35 PM5 votes

Sounds pretty promising FeralPony, I like the idea of a flat MR buff but will you do case by case changes if there are outliers?

Pnutt5/3/2017, 4:03:25 AM4 votes

Any chance we can get a vision (Blue?)trinket in ARAM i'm so sick of getting all melee team against a poke comp and they sit in a bush and throw skill shots of the first 10 mins and you cant engage without vision. This would also help with Lee/Jax so they can ward hop and such, Great job so far.

patmax175/2/2017, 10:59:51 PM3 votes

Adding MR to melee champs is inelegant, I agree. Why not adding MR to some starting items for melee champs (e.g. Horn)?

t10dimensional5/3/2017, 12:17:00 AM2 votes

Most Marksman are weak on ARAM unless it turns into a long game. With the new ARAM changes that doesn't happen as often. I think the main problem they have is sustaining health through lifesteal. Minions are rarely saved for lifesteal or you are zoned so you get poked down and are unable to contribute to fights.

My Idea is to add some type of vultures that show up around where the minions are dying and land on the wall of the bridge. After Champion deaths they could show up in larger numbers. They can only be attacked by range champions and after 3 hits they fly off. Grants lifesteal, but no gold(so mages won't go after them, unless for fun) and adds to the environment. Thoughts?