Suggestion regarding mark/dash in aram
Hello everyone.
I am essentially an ARAM player, so naturally I have been quite affected, in good and bad, by the latest spell, Mark/Dash.
Now for the good, I think we can all agree it has made melee champions much more viable, and overall made ARAM more fast paced (some may disagree of course but it's my opinion), as well as made room for some pretty sweet moves (and we're just seeing the beginning of it!)
But as for the bad, besides making certain already strong champions even stronger ( but this is an inherent flaw with aram, the radom nature, the team-fight oriented gameplay and the fact champions are designed around Summoner Rift mean there will always be OP champions in ARAM), it has become an incredible snowballing (bad dum tsss....) tool for winning teams that can chase and join teamfights very fast from great distance, making them effectively unescapable. There is a huge power coming from the ability to almost instantly travel to an ennemy, or even just close to him with the help of minions, making retreating from an unfavorable teamfight almost never an option. basically, the winning team can engage when it wants, and within 20 seconds catch on any retreaters. There is no downside to missing your mark, the 20s cooldown makes sur of that, and the range and travel-speed make it one of the strongest spells ever seen in LoL.
So with all this in mind, I'd hate to see this great spell go, and as it looks, it's becomming a staple on all but very few champions, but I am concerned about it's raw power, and so are others. The damage nerf is a start of course, but it doesn't affect the snowballing power I exposed. I would see other changes for this spell, some bigger than others, so feel free to give your opinion!
What I have in mind:
-
Mark/Dash could have a "charge" system. You can have up to 2 snowballs. The spell still has a 20s cooldown but the snowballs have a 30s cd.
-
Mark/Dash is now moved as a trinket item (you can still feed the poro!). Now about this, I feel it could work because mark/dash's mobility is good for every champion, but it's prevalence means you only rarely see other good summoner spells such as exhaust, heal, ignite and barrier. These spells are sometimes the only effective way to counter certain champions (especially exhaust). With this change, everyone could keep having fun with Mark/dash while allowing other summoner spells to be used again.
-combining the two previous ideas, much like the health packs, charges, snowballs, could be picked up on the map (just throwing that in)
- When two opposing snowballs collide, they break. Now I don't know how difficult this is to implement, but as of now the only way to elude a snowball is to dodge it. This would add an other way of protecting yourself against a dash.
or, against all odds :
- Lower the Cooldown of every other summoner spell to around 30-50 s. When some Xin Zao is dashing about every 20 seconds and you only get to exhaust him once every 3 minutes, you sure feel like maybe taking exhaust wasn't a good plan after all
And that's it. I'm aware these changes could represent a lot of work, but I really feel that right now Mark/dash 's low cooldown, huge range and mobility potential makes it both superior to any other summoner spell as well as exponentialy strong in the hands of a strong team. You very rarely see games lasting more than 20 minutes nowadays, that's 4
, 6
, and 50
. This spell, as fun and necessary as it is, needs some more balancing