Feedback on the new team healpacks in ARAM

PaffWasTaken··4 votes·3,605 views

It just feels... wrong. Don't get me wrong, it's actually wonderfull for Riot to actually test something for ARAM for once, but this change in particular, compaired to the others, is quite unnecessary. Before, heal pack managements and timing was a key aspect for a lot of situations, like giving the opportunity to losing teams in early game to resist tower sieging while scaling slowly to have a chance for comeback. Now, as soon as a healpack is picked, everything just becomes a bloodbath where the winners are always the team who got the most aggressive comp by luck. There's no denying it: when the second row healpack on either side gets picked up, its a fight to death between the two teams to decide who'll win the next team fight. If one of them dosen't well they already lost. The first row healpack actually is interesting with this change and dosen't actually brings problem since the enemy will almost always need the first tower down to actually put some pressure on it.

So my proposition is to bring the second row healpacks (those who are closer to the center) back to their precedent state and leave the first row ones (those who are closer to each nexus) as they are. If you really want the second row heal packs to have more impact @Riot, give a single buff along with it, and not a team-wide effect please but, if you decide to do so, please don't bring more damage with it, something more in the lines of short damage reduction to make healpack diving/stealing more relevant instead of getting negated would be pretty more interesting.

1 Comments

Da Giggler2 votes

I would have to disagree with the team healing part, but the damage part agree. I think it helps other teams without no healers or a team that has to go up against a poke heavy team to be able to not just get utterly stomped as hard.

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