Skip to content

Revamp ARAM (Don't Laugh!)

Mystr0··1 votes·931 views

I know I know. "Who cares? It's ARAM." I've heard that so many times playing ARAM and it's annoying. Truth is I do. It's still a viable game-mode for me. Shorter games plus practicing team fights right away with a variety of team comps. Idk how many people feel the same way, but the ARAM mode needs to be revamped. Too many times when I enter it, the "universal random" that takes place hits a good team comp vs team comp far less than those of op teams (dmg, poke, bruiser, etc) against those that have a team comp no one would ever go into a game with (all melee, most supports, etc). There can still be a 'random' factor that I think could be utilized in a couple different ways. I don't have all the answers, but I think any one of these ideas could help ARAM go from 'eh' to 'really good.' Again, I might be one of a few that does ARAM and tries to improve my game play through it. Here are some of my ideas.

1. Option for different size teams 1v1, 2v2, 3v3, 4v4, 5v5. Practice laning, small team fight skirmishes, little things from Summoners Rift that can be practiced.

2. Random champ roles/lanes Teams choose different champ roles/lanes and a champ will be randomly picked from those roles/lanes. You're not guaranteed a champ in the role that you choose but will be picked from one of the roles/lanes chosen.

3. Random mirrored This would be a two-step random process. Step one: the random generator will randomly choose lanes/roles for the game. Step two: the generator will then random the champs in those roles. Roles are mirrored for both teams, making team comps along similar line, but not the same.

4. x kills = gives awarded champ ability to base to buy and heal I'd say a double kill minimum would be able to unlock this. Triple kill minimum would also work. No more otherwise it'd be pointless to even have. I'd also say the window to base would be 15-20 sec but that could be adjusted. If you don't base within that amount of time you lose the ability to do so.

5. Have different quests for teams Similar to what quests were with 'ice' champs. Allows teams to change their plan for fighting to complete them. Team that completes their quests gain XP and a gold amount (150? 250? 350?). Idea's for quests: Kill _____ champ, team achieves an ace, teammate achieves triple/quardra/penta, tower kill (75 gold amount), etc.

6. 'Penalty' Box Wouldn't necessarily be for doing something wrong. But that could be a random idea as well. Every 6 or 7 minutes, a team member is chosen to be in a 'penalty' box for 45-60 seconds. Creating a 4v5 scenario. The timing would be alternated between teams. One team first, then the other team at the next mark. Once you go in the box you can't buy, but can use abilities and consumables as you wish. The box (I'd think) would be back in the main base part on either side in the corner. But that's just my take.

Again, this is just me throwing out some ideas that can improve the mode of ARAM. Take it as it is. I personally would like to see #2 or #3 and #4. #6 I'd love to have included because it changes the dynamic. #1 would be cool but could slow down the time of getting in game. Still viable though. #5 isn't too important to improve the mode but it could make it more interesting. Thanks for reading! [slayer-jinx-catface]

5 Comments

Minarde2 votes
  • #1 isn't practical, as it'd split up too many queues.
  • #2 wouldn't make sense, as champion/position relation isn't static. Also requires familiarity with other maps, which would be a really weird and unprecedented gameplay requirement.
  • #3 is possible. I don't personally like reducing the amount of randomness, but I can understand the appeal.
  • #4 increases snowballing. Undesirable.
  • #5 is either negligible or increases snowballing. If the objective is difficult (e.g. get a penta), might as well ignore it. If it's easy (e.g. kill X), then it's going to happen during regular gameplay anyway.
  • #6 just seems confusing. "I wanted to play, but suddenly 60s break because reasons." Also the potential insta-loss when it happens late-game.

Personally, adding a ranked ARAM queue with all champs enabled (and various other tweaks like bans) would be a much better improvement. The increased champ availability would make it that much less likely for extreme teamcomp imbalances to occur.

Mystr01 votes
  • Figured as much with #1. But I did like it when they had 1v1 and 2v2 games during the All-Stars.
  • #2 would be fairly easy to do considering when on champ select for Summoners Rift you can click on the icons at the top to see what champs are considered viable under that lane. So really, Riot already has done that part. That's what I was referring to when I said the role/lane in that.
  • #4 and #5 possibilities of snowball I can see. Part of what makes it interesting as an idea to even float out there. Could be adjusted of course as what I put out there was an open idea, not a set one.
  • #6 just was put there for same reason as #5. Makes it interesting to think if that happened, what would your team do. Like, if one player was not around to team fight and one broke out without them. Again, it was just something to throw out there. Time away could be less, could make tower more powerful, could give extra armor and mr stats, or nothing at all.

This was meant to just be out there as ideas. I do play a lot of ARAM and I'd love to have a ranked ARAM sometime. But if there was, there would have to be some element of 'choice' inside the ARAM, Like #3 (or even #2 given riot already has that figured out). Even if there were bans, there would still be a possibility of having an all bruiser team vs all adc team. But it would definitely be a step in the right direction.

It's good to see someone else thinking ARAM can be bigger and better than it is :)

Minarde2 votes

For #2, I meant it in the sense that it'd require players to be familiar with a different map/mode. For instance, if you were going to select top-lane, knowing what champs are going top-lane is probably useful information. That's a stark contrast to the current situation, where knowledge of other maps is unimportant. You don't need to know about ARAM to play Treeline, about SR to play ARAM, and so on.

As a side note, the role filters were so much more useful than the current position filters. I could actually use role filters to pick out what the team needed. Meanwhile, unpopular picks don't show up in the position filters, so they become even more unpopular. Not to mention the confusion from applying SR filters to other maps/modes, like "Mid" on Treeline or "Jungle" in Poro King.

Ok sure but why1 votes

A Revamped ARAM Mode

Mystr01 votes

I like the mode concept but not the execution. It can be better and I want it to be. The complete random leaves too much for chaos with unequal teams (as stated in paragraph 1). That's all.

More from Gameplay