5.1 Ruined ARAM for me
I've played ARAM for as long as I can remember; from SR customs, to dominion ARAB, to the matchmade present. Healers were always strong on it. Melee was always weak. You know what? That was totally fine. That's because melee weren't totally weak. A full team of melee with no waveclear was weak. People that gave up before stalling out to lategame were weak. Those tank/melee comps steamrolled poke comps later in the game.
Now that's gone. Tank comps steamroll at any point in the game now. Between the mana regen changes and chalice nerfs poke comps can't poke for long at all and healers go oom very quickly with little effect. Meanwhile tanks have the full effectiveness of health regen and rarely have mana issues. Most champions that needed regen gained HP5 at level 3 and the rest break even by 4 or 5. By the time you're at 18 the stat skyrockets. Yeah, I understand that the point was to make it a long late game stat, but it's awful in the context of all of the other changes in ARAM. Those changes didn't balance ARAM. They changed it from a little unbalanced toward poke and heals to way unbalanced toward tanks.
Revert the healing reduction aura completely. 50% is ludicrously high to the point that it doesn't even feel like it's worth healing someone else. The self healing buff was plenty massive enough to make up for having the reduction on yourself as well. Give chalice more mana regen (everywhere, not just HA) and/or revert the mana regen aura back to 30%.
-or-
on every bruiser and tank.
. I played multiple "rigged" ARAMs yesterday, one of which I had the pleasure of experiencing this composition:
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