/dev: ARAM Changes Wrap-Up
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You should really change the name to Definately not ARAM.
Since as it is now its not Random what so ever.
Hence why i never play.
"Bans provide a real feeling of satisfaction and reduce frustration by helping you feel like you’re in control of your destiny . . . it also adds another 30 seconds to “getting into game” time, which is something we want to keep quick for this mode." Just going to ignore how it also reduced the number of dodges before a game finally started up huh; about anyone who's played aram for the past couple of years can tell you that it took longer to get into a game before bans, because people kept dodging.
"Our goal for these changes was to NOT shorten most games." Then why did you buff minions, but nerf towers for the event? (yes I'd seen that buff to make champs do more damage to structures) Towers have been weak for years especially on aram, none of them are a threat beyond five minutes, nor have any noticeable durability to make them a struggle to destroy.
"While weak on some champs, Backtrack was the highest win rate Summoner Spell for ranged champions like Kog’maw and Brand." Not surprised backtrack is getting removed; it was predicted to be a terrible idea as it'd make some squishies untouchable, and what do you know, it got abused.
I think Riot did an amazing job here. After looking at the winrate graph, I realized bans are no longer necessary since they did such a good job reigning in powerful champs and giving weaker ones some breathing room. The rune changes also sound good, there's just one rune I think might be too powerful. Has the domination rune that gives ad or ap per takedown been looked at? I take that rune practically every time I can since I can stack it so fast on aram.