Mark/Dash Feedback From a 2600 ARAM Player

Mandaari··57 votes·4,410 views

I'm going to try to let my frustration subside and just start with this. Mark was the last thing ARAM needed.

So let's talk about the problem you wanted to fix, what you should really be addressing, and what's happening now.

#What's the problem?

The problem you intended to fix is that some champions, primarily melee, have very low win rates. Poke comps are also perceived as extremely strong, whereas melee comps can't stand up to the poke and just sit under tower dying. Let's make a look at some of the symptoms that people are experiencing:

  • Some games just feel like you're sitting under tower.
  • Some games you just get poked down.
  • Some games you get out-sustained.

In response to these symptoms, you added a spell that lets champions start fighting. Poke comp spamming poke? Now you can engage! Sitting under tower? Now you can engage! Sona healing 24/7? You get the idea.

Let's take a look at the 15 lowest win rate champions on ARAM for the last month according to lolking, ranging from 31.3% win rate to 41.9%. Keep in mind this is data for all levels of ARAM play:

Bard Evelynn Akali Tryndamere Khazix RekSai LeeSin Tristana Kassadin Leblanc Elise Udyr Aatrox Azir Riven

Remember those champions and what their win rate range is. What do they all have in common? You'll notice that the majority of those champions are melee, non-tanks. Very few of them have poke or wave clear, and almost all have gap closers and engage tools. Actually, 7 of those 15 are also in the lowest 15 on SR.

#What's really the problem?

Again, note that almost all of those low win rate champions have engage. LACK OF ENGAGE IS ALMOST NEVER THE PROBLEM. I'll sum up what is almost always the problem with an anecdote:

A couple months ago I played on my smurf (regular smurf, none of my accounts are ARAM smurfs) with some friends from work. We had a range heavy comp and they had a melee heavy comp. Everyone on their team started offensive items. We'd push a wave into their tower and start getting tower damage. Anyone on their team that had no ranged skill would run away while anyone that did have a range skill would try to get some poke on us. Eventually we safely poked down the tower, poked them down, and got a gold lead. Then they'd be forced to engage us and lose due to our huge gold lead.

The equivalent of doing this on SR would be the following. You're playing Akali top against Jayce and you decide to start amp tome. Jayce pushes you into your turret, and instead of using your Q to last hit you harass. Once the tower dies and you're down 70 CS to 30 CS you engage him and get shit on.

In both of these cases you're in a difficult match up, but you're making it so much worse than it needs to be. In that ARAM match the other team could have started regen and defensive items first. You're not going to get use out of a pickaxe and doran's blade if you can't auto attack. They could have spend their skills clearing the wave instead of trying to land poke that won't stick. They could have not sat so far back they weren't even in experience range. They could avoid engaging as much as possible until our damage naturally falls off and they start picking up. You wouldn't play Nasus for his early game on SR, so don't try to play Jax as an early game hypercarry on HA. This all sounds like people just playing stupidly, but that really is a huge part of the problem. It comes down to people thinking that ARAM is all about fighting 24/7. They lose all respect for power curves, strategy, and smart play in general. I'm not pretending there aren't some real problems, but as long as people treat ARAM like a troll mode then they're going to complain it's not balanced regardless of whether or not it is.

#But let's get back to Mark and Dash

Let's look at the daily data on ARAM now that it's out. The lowest 15 win rates, ranging from 32.4% to 41%, belong to...

Bard LeeSin Khazix Zed Evelynn Yasuo Akali Leblanc Aatrox Tristana Kassadin Elise RekSai Tryndamere Vayne

Hmm... pretty much all the same. But let's look at how some other champions have changed since M/D was released:

Rammus 53.97% -> 59.87% Maokai 54.86% -> 58.72% Amumu 54.03% -> 56.74% Alistar 48.87% -> 52.44% Vladimir 55.06% -> 59.08%

You get the idea. With the exception of Alistar these are all champions that were very strong already and have mostly strong engage and CC tools. What's happening now is that these champions don't need to depend on their own tools to start fights. They now have an extra extremely low risk gap closer that they can follow up with the CC they would have otherwise used to close the gap. Amumu is a perfect example of this that I've played and seen several times since the patch. You land Mark near a priority target, you Dash, ult, and land a Q you'd be hard pressed to miss. If you miss Mark you still have Q, so the enemy can't punish you for it.

Edit: Most upvoted thread is click bait about how fun tanks are to play in ARAM now. Yes, please cite your almost 60% win rates as a sign of balance.

Now let's look back at the bottom 15. They're almost unanimously very mobile champions that have very little problem engaging. I can tell you from experience why every single one of them is weak in ARAM.

Bard Generally weak overall with higher skill floor. Magical journey is nearly useless on HA. LeeSin Pick focused champion that doesn't do well in large teamfights on SR. No different on HA. Khazix Pick focused, hard to find an isolated target. Like most assassins getting behind means staying behind. Zed Pick focused, easily peeled. Can't split push or use mobility to out roam. Evelynn Power budget goes into stealth which is much less useful on HA. Yasuo Unlikely to get a teammate with a knockup and has to provide his own. Can't harass like he can in lane on SR because breaking his shield means taking 5x the amount of damage. Akali Stealth reveal items shit on her. Basically a 4v5 pre 6. The one champion I'd argue for having a real problem with engage pre 6. Leblanc Can't flank and mobility means much less on HA. Can't roam on HA. Enemy likely will have aegis early on. Aatrox Hard time using his built in sustain. Passive usually down due to frequency of team fights. Can't split push like he can on SR. Tristana Win rate hovers around 46% on SR already. Honestly in ARAM I see a lot of people play her like she's the old AP trist. Has a hard time making it to late game, which is exacerbated by players that don't put in the effort to stall for late game. Kassadin Win rate also hovers around 43% on SR. Again, hyper mobility not so useful on HA. Needs to wait to finish a big mana item. Elise Again, low win rate on SR already. Mage Elise is squishy and not very effective later in the game. Tank/CDR Elise is ignorable outside of her stun. RekSai Power on SR comes from map awareness and global presence. Neither of those are very useful on HA. Tryndamere Strength on SR comes from late game split pushing. Again, people don't like trying to get to late game and split pushing has no power here. Vayne Squishy late game carry that needs peel. Vayne doesn't win without it on SR, same goes here.

So I think I've beaten my point to death that engage is almost never the problem. The exception being pre-6 Akali, but stealth items are a much bigger problem for her than making it to 6. Anyway, not only is engage not the problem, but globally adding engage is not balance-able in ARAM. For any of those champions that get a little extra kick out of it you're going to have someone like Maokai that becomes an even bigger monster. If you nerf it you're nerfing it because of the strong champion, not the weak champion that didn't get stronger in the first place.

Not only that, but look at gameplay of pre-patch ARAM vs post-patch ARAM. It completely changed the dynamic of the game into dodgeball. If you want that then bring poro king back. This isn't ARAM anymore.

#Ok, we get it. Mark isn't helping. So what will?

First off, I want to see bucketed data. SR is balanced around players that know the game. HA should be as well. So few people truly complain about unwinnable comps in higher play. Sorry guys, but if you don't want to put the effort into learning a game mode then it shouldn't be balanced for you. That goes for any map. The few times I play Dominion I suck at it and lose to champions I think are OP. I'm sure they're not, and it's just me not knowing how to play.

With good data, we can actually look at the real problems. Finally, here are the real problems and some easily tunable mechanic ideas to fix them.

Early game wave clear

  • Reduce the damage taken by the outer turrets for the first few minutes of the game. This stops heavy ranged comps from pushing down your tower immediately while not punishing pushing later on.

  • Add a wave clearing laser on the outer that charges up when your team nearby and decays when nobody is around. By always requiring nearby teammates this will only be effective if your team is stuck under turret. Since it's only on the outer turret the effect should not be much of a factor later in the game.

Hard time making it to late game

  • Increased health for the outer health relics that decays while the relic is left up (think reverse bard heal). The effect fades away as the game approaches 10 minutes. If your team is pressuring then you have to walk back, making you both spend extra time to get the relic and not get the full heal. If your team is getting pressured then you get the full effect. Unless the other team pushes you behind your inner turret very early then they can't take advantage of your relic.

  • Increase the effectiveness of lifesteal on melee champions for the first few minutes of the game.

Inability to push towers as melee early

  • Reduce (ranged) AoE damage taken by minions for the first few minutes of the game. This lets melee champions that win a fight have a little more time to hit a tower before having to run back out.

  • Provide a small shield for champions near melee minions as they approach towers. The shield disappears upon damaging an enemy champion. This lets melee champions get a hit or two in without getting poked hard. The second part is to prevent it from being used to dive.

These are all mechanic that directly address the root of most melee champions' problems.

The last thing I want to say is that I understand that some people think that, regardless of balance, Mark is spicing ARAM up and it's fun. But it's fun in the same way that URF was fun. It's a good break from SR, but it quickly gets old for a lot of people. The difference here is that dedicated ARAM players can't go back and play normal ARAMs like URF players could go back to SR. For a lot of you I'm sure if you couldn't ever play the SR you enjoyed again you'd lose interest. That's what's happening to ARAM players now. Take a look at the Maps and Modes board. The discussions posted there are by the players that really love and dedicate their time to ARAM, and they're almost all saying that ARAM isn't ARAM anymore.

38 Comments

MiniJunkie23 votes

"Not only that, but look at gameplay of pre-patch ARAM vs post-patch ARAM. It completely changed the dynamic of the game into dodgeball. If you want that then bring poro king back. This isn't ARAM anymore."

This is my major complaint. Great post, very well thought out. Honestly, adding this to ARAM feels really...well....stupid of the design team. This is a team that values great game play, balance, and carefully tweaking those things so as not to upset the great game play mix they have achieved. So tossing this into ARAM like that feels really bush league and amateur.

LifeCyclesTWA16 votes

Upvoted, I agree with this.

I 100% guarantee that anyone that downvotes this doesn't know how to read.

You said what was wrong, gave numbers as proof, then gave a solution. And I like the solutions you have in mind.

Linna Excel4 votes

I think the downvoters can read, they just don't want to lose their annoying spell and their all poke beats melee comps.

disregardable13 votes

Upvoted for the respectable, well thought out post. I've only played 2 games of ARAM since the patch, so I can't really comment.

Mandaari7 votes

Merci ^_^

ChaoticPinecone7 votes

i agree. its not ARAM anymore.

its not even that tanks/melee got stronger. the good melee Nautilus Leona AmumuMalphite stay good. the bad ones like Udyr Aatrox Trundle still do bad.

my biggest complaint is how long games go now. its not about "which team wins the fight". its about "which team can burst down the enemy carries faster", because the tanks will always come out on top. how are you supposed to push and end when 1-2 tanks survive the fight? i can distinctly remember 3 games where the surrender vote popped up - old aram rarely went long enough (or was annoying enough) to actually force a surrender.

and it doesnt even always help the melee. in my last aram game i was a lux. after a fight, it was 3/2 in favor of us. the enemy singed snowballed me and flipped me in his goo. in old aram, i would be dead. new aram? snowball the kayle in the back and dash to her! kill her with E. keep kiting the singed.

StWinKkZz7 votes

The problem isn't melee's weakness.. Melee's in general aren't the ones that are weak, champions without cc or poke is the ones that are weak. Amumu, Alistar, and Rammus were strong before this stupid M/D and are even stronger now. Oh look, that's 3 melee's. Vayne, LeBlanc, Tristana weren't strong before, same goes for now. Oh and that's 3 ranged. This didn't change the melee-comp vs poke-comp, it just made the champions with any good cc even stronger. Annie can do the "flash + stun"-combo on a whole team from 2500 range every 20sec. Alistar can knockup the whole team from 2500 range, and knock back a certain target (thanks for him not being forced to use Headbutt to engage). Amumu as said by Mandaari, can engage from 2500 range with ult following then a Q to whoever he wants the extra stun on, if a no escape ranged is being hit from this 2500 range. he would most certainly die. It's a great idea to try balance the poke vs non-poke. But this was way off. I'd say, Ultra Rapid Fire is more balanced than this.

esmelar6 votes

I posted the day Mark/Dash added the match details of my last game before the patch

http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1808126339/214172099?tab=overview

It was a hard one we (all melee) vs some strong poke, my first Thought was " Welp , this is a loss" with a bad start, and the enemyTristana playing like a god, but after like 26 minutes we are all tanky and we get two Righteous Glory (engage problems gone) and start too get equal in teamfights. Finally we win the last team fight, the only thing I typed was "TAAAANK" in all caps, because it was super fun winning a pure tank game against that kind of damage

In that thread i only commented about how it will be easier with Warmog's but i didn't know Mark/Dash was going to change so drastically the way Tanks play.

Now after winning so easy withAlistar Kennen Maokai i think Mark/Dash deserves the nerf until it is healthy enough.

I didn't even rage or anything, just found out I was playing less ARAM, when my brother asked me " Why are you not playing?" I said " I don't know". But probably because it didn't feel fun anymore

Linna Excel4 votes

After reading your thread I think it is well reasoned and think some of the issues you presented might help. However, maybe we need a melee only tank item that encourages people to rush it for those all melee vs all poke comps. Maybe buff orb of winter for melee champs only as well.

It comes down to people thinking that ARAM is all about fighting 24/7. They lose all respect for power curves, strategy, and smart play in general.

Yes, I think this is an issue. A lot of people ARAM for fun and don't care about items, builds, peeling for the carries, etc. When you ask someone about their weird build, they get defensive and say because aram.

Evelynn Power budget goes into stealth which is much less useful on HA.

Yes, she is weak in a mode where there aren't any wards to avoid and riot keeps her from being strong because of her ward avoiding power.

Mandaari6 votes

There are plenty of items to help you rush into fights - Righteous Glory, Talisman of Ascension, and Guardian's Horn. Engage isn't the problem, and certainly not for tanks. Melee carries, some melee bruisers, and melee assassins are the ones that have problems, not tanks.

Migrañaboy4 votes

You get the idea. With the exception of Alistar these are all champions that were very strong already and have mostly strong engage and CC tools.

Have to agree specially on this point. I don-t know why people still complained about unviability of tanks and about heavy siege and CC, when champs such as Nidalee, Ziggs and Jayce got nerfed since a while ago.

The charm of ARAM is that you can teamight without the burden of laning, not to put some gimmick which makes playing awkward.

inb4 cry-hard ad hominem.

SaintCrazy4 votes

You need more upvotes. Hope we get more Rioter comments on this spell. It's just so overbearing and it gets old quick.

lofi n chillhop3 votes

Here's an idea: move the shrubs back closer to tower and further apart. this would give control of your brush to your team in the early game, encouraging the strategic patient game for melee comps, rather than force them to hide from unseen enemies as they get poked to death, and by seperating the brush in the middle it would discourage the constant fight in the early game that is snowballing early-game comps into advantage.

if you want a summoner spell on aram? have a modified smite for wave clear, or maybe weaken heal/barrier's amount but also reduce their cooldown time significantly.

and the biggest kicker would be, to change the suggested first items, so that champs that strategically want to be patient for a level 6 engage, start with sustain or other defensive items. when i started lee sin with: boots, doran blade, doran shield, as suggested, i got abused left right and center... but when i in a later game substituted doran blade/boots for long sword/double rejuvenating bead, and rushed tiamat for its sustain, then built tank items, i was much more able to make team plays. maybe we also need tips while the game loads, reminding us to think about playing defensively till six...

Mandaari2 votes

Here's an idea: move the shrubs back closer to tower and further apart. this would give control of your brush to your team in the early game, encouraging the strategic patient game for melee comps, rather than force them to hide from unseen enemies as they get poked to death, and by seperating the brush in the middle it would discourage the constant fight in the early game that is snowballing early-game comps into advantage.

I think having the bushes closer to the towers would make the problem worse actually. While bush control is important, giving a heavy poke comp bush control in a bush that's even closer to your tower would hurt a lot more than it would help your team having bush control.

if you want a summoner spell on aram? have a modified smite for wave clear, or maybe weaken heal/barrier's amount but also reduce their cooldown time significantly.

Personally I think adding something like blasting smite would be very useful and at first glance not very abusable.

and the biggest kicker would be, to change the suggested first items, so that champs that strategically want to be patient for a level 6 engage, start with sustain or other defensive items. when i started lee sin with: boots, doran blade, doran shield, as suggested, i got abused left right and center... but when i in a later game substituted doran blade/boots for long sword/double rejuvenating bead, and rushed tiamat for its sustain, then built tank items, i was much more able to make team plays. maybe we also need tips while the game loads, reminding us to think about playing defensively till six...

Oh man... Yeah the recommended items on ARAM seriously need work. Multi-dorans starts almost never pay off considering how quickly you can get into a higher tier item. I believe Trist's recommended items are still AP.

Education would go a long way, and really I think that's a low hanging fruit that needs to be addressed before anything else. Giant's belt/rejuv starts (and now double CB starts) are extremely good starts with great build paths.

lofi n chillhop1 votes

{quoted}

I think having the bushes closer to the towers would make the problem worse actually. While bush control is important, giving a heavy poke comp bush control in a bush that's even closer to your tower would hurt a lot more than it would help your team having bush control.

thats a valid point... I was sort of thinking that, if part of the bush was under turret range, the opponent's couldn't really enter the bush until the tower is gone, but I think you are right.

but what about, if instead of two bushes close together on one side, there is one bush on one side and one on the other? maybe they are directly in line with each other, or perhaps skewed.. one on the right closer to red and one on the left closer to blue. the heals would be opposite the bush.

if the bush were directly across from each other... if one team seized control of both bushes early game, theor opponents could all go to one side and try to push the 2-3 enemies out of it by outnumbering.. would add an interesting power struggle more so than push lane till the team with better poke can poke the other team out of the game. the middle section might need to be slightly wider too...

Famke Janssen2 votes

I've always thought that removing the choke point (the section of fallen bridge at the outer tower) would go a long way towards alleviating early poke. That being said, poke comps need to be given the opportunity to win. Not many people seem to acknowledge that bruisers will almost certainly win past a certain point in the game vs poke comps.

GloriousKaiser2 votes

I like how you acknowledge the problems and analyze the data, and basically I'm saying, GREAT POST. But trying to add all these balance changes for the sake of "fair's fair" seems a bit too tedious.

Since it began, I always knew ARAM would favor a certain set of champs more than others IE: Range > Melee. I mean come on, ARAM is a pathetic excuse of a "team fighting" mode. It's a, "poke until your tank is ready to dive" mode %90+ of the time.

Mark/Dash changed this mode for the better, something I think everyone can agree upon.

Mandaari4 votes

I refer you to my OP

I'm not pretending there aren't some real problems, but as long as people treat ARAM like a troll mode then they're going to complain it's not balanced regardless of whether or not it is.

No, it's not something everyone can agree on, and data shows it's not for the better. It's something that people who treat ARAM like a troll mode agree on. You do realize your post basically just boiled down to "It's a pain to try to balance it, and I don't care if it's balanced"?

GloriousKaiser1 votes

Like you just said? Woops.

Mandaari2 votes

?

I have never once said too hard to balance, nor that I don't want it balanced. I said that if people think it doesn't need to be balanced then, regardless of whether or not it is balanced, people will complain about it being unbalanced.

GloriousKaiser1 votes

Woops as in my mistake. Not woops as in you done goof'd.

Mandaari3 votes

My fault.

Arcade Andrew2 votes

The real reason riot added mark/dash was to try and make it so accounts that were pure aram smurfs with a select group of champions bought and nothing more, wouldn't be such a threat anymore

They had issues with LOADS of smurf accounts that would only buy the top 10-15 champs for aram and they were always getting these champions while people on normal accounts with loads of champions would get stuck with terrible ones

against entire teams of nid/sivir/soraka or sona/ cass and i think ashe was the fifth.. im not sure

Mandaari4 votes

Third or fourth person I've seen cite Nidalee as a top champion today alone. She's been at a 46% win rate for months.

So two assumptions here that you're making:

  1. Smurf accounts have oppressively high win rates and are highly prevalent.

  2. Adding Mark alleviates those win rates.

Number 2 is flat out false. The win rates of champions like Ziggs and Sona haven't budged since mark was added.

In high MMR matches smurf accounts are almost non-existent. I wonder why.

Arcade Andrew2 votes

75% of the community is below gold mmr youve no idea how many times i see nid/sivir every aram game

Mandaari5 votes

So you're saying that just because there's a number advantage people don't need to learn? Fuck it then, let's add ARAM's gold generation to SR because people in low tiers can't CS.

Sivir is in 16% of ARAMs and SR games (trending down from SR).

Nidalee is in about 14% of ARAMs and about the same for SR (again, trending down on SR). Once again, Nidalee's win rate is at 46% and has been for months. The same goes for her win rate on SR. Stop pretending like she's oppressive and an instant win for her team.

Ozias of Scagnar1 votes

In fairness, Nidalee is oppressive in most every ARAM game I play, it's not that there isn't counter play for her or the ability to dodge her spears, the problem is once again the poke heavy vs all melee games. Full AP Nid still hurts no matter what, but more so at the start of the game when even if you started regen or defensive items all five people cramped under the turret trying to wave clear gives her a lot of targets for her spears. Certain champions just don't offer the same as other champions, and when after about 3 spears you are hiding behind your second tower praying that she doesn't rush forward more to spear is an issue. M/D did help some of that, but it made champions that were already strong in the power curve even stronger.

M/D needs to be fixed, but I have to say playing against a GOOD Nidalee is very much oppressive, more so when you have a crowded tower.

Mandaari2 votes

I play with and against a lot of great Nidalees and I have to say she rarely has much of an impact on the game. Unless you're standing under your tower like fish in a barrel it's pretty easy to anticipate and dodge them. That's not to say spears don't hurt, but if I ever take 3 hits from anything while I'm under tower I blame myself first and not the champion.

I played a game yesterday that unfortunately ended my winning streak. I was a little annoyed at the comps, but my team - including myself - did not play well at all. In games like that I give a good, long look at why I got hit by things I didn't need to or what I could have done better. I don't mean "I could have dodged more spears." I mean "That specific spear hit me. Why didn't I dodge that spear? Did I not put minions between us? Did I even need to be in that position? Could I have punished her for it?" Etc.

Abyssphere2 votes

[{quoted}](name=Ozias of Scagnar,realm=NA,application-id=3ErqAdtq,discussion-id=rdp3JhX4,comment-id=00050000000000000000,timestamp=2015-05-03T22:34:36.818+0000)

In fairness, Nidalee is oppressive in most every ARAM game I play, it's not that there isn't counter play for her or the ability to dodge her spears, the problem is once again the poke heavy vs all melee games. Full AP Nid still hurts no matter what, but more so at the start of the game when even if you started regen or defensive items all five people cramped under the turret trying to wave clear gives her a lot of targets for her spears. Certain champions just don't offer the same as other champions, and when after about 3 spears you are hiding behind your second tower praying that she doesn't rush forward more to spear is an issue. M/D did help some of that, but it made champions that were already strong in the power curve even stronger.

M/D needs to be fixed, but I have to say playing against a GOOD Nidalee is very much oppressive, more so when you have a crowded tower.

Nidalee's oppressive but I always notice she falls off completely after a while. She's at her strongest in the pre-6 period where there's barely any engage but once fights actually start happening she's suddenly so easy to ignore. Every time I land Nid in ARAM I think "yay Nid" but then I notice I make barely any impact after a few minutes.

Blastermine2 votes

Lack of engage is always the problem. If you have a good engage, your team has time to follow up. If you have poor engage, they don't Remember, the purpose of poke and hard engage is to give your team the advantage. The reason why trash tier champions are trash is that they can't give their team an advantage before the fight begins.

So just stop whining and adapt. Tanks have 60% winrates, so does poke and heal.

Abyssphere3 votes

{quoted}

Lack of engage is always the problem. If you have a good engage, your team has time to follow up. If you have poor engage, they don't Remember, the purpose of poke and hard engage is to give your team the advantage. The reason why trash tier champions are trash is that they can't give their team an advantage before the fight begins.

So just stop whining and adapt. Tanks have 60% winrates, so does poke and heal.

How can lack of engage be a problem when half of the champs with the worst winrates have engage? There is so much more to ARAM's balance than "poke is good, hard engage is good".

Foidewall2 votes

Probably the best analyses of the introduktion of the new summoner spell in aram, i like you idea for a stronger tower early game, but it should not be at a degree where the balance swich around, often will poke hevy compositions find it nessesary to use there early game opression to prevent a lategame, becouse there winning condition is to push the oponent back early, if they cant they will most usualy loose.

Rand0mH3r0X1 votes

I like the idea of forcing things to happen and making Howling Abyss more interesting by not making it a game of who can throw the most Nid spears or Ziggs bombs.

Jambulija1 votes

U are spot on about the problems in aram, but your suggested changes... They can go both ways very fast! If you are in the mood we can discus it.

Spoo1 votes

The only thing I'd change above is that to balance heavy poke comps.. instead of putting shields on melee to do turret damage, put shields on the outer turrets for the champions underneath trying to capture some gold from miniions- similar to the health provided by the 2nd tier turret on SR. This will both decrease the rate at which range poke out a melee comp in the early game and give them a buffer in doing so in which to farm up some CS for some defenses.

rdiddy15511 votes

I've wanted to see if the map widened a small ammount and some bush put on the bottom side of the bridge would help with this as well. Helps assassins/melee engage better and forces poke comps to advance more carefully making early game tower pushing difficult when minion waves and players have a little more time to return.

More from Gameplay

More by Mandaari