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ARAM Poll - Regarding Mark Spell

Darkjedi2··15 votes·2,455 views

I understand Riot will be having changes to Mark spell. But in the long run...........

Edited: Update 5.9 just came out:

"Mark/Dash still deals 20 (+10 per champion level) true damage. If you're wondering why we're reiterating something, see below. It makes sense, we promise. MARK DAMAGE Mark damage now deals 25% of total damage (above) DASH DAMAGE Dash damage now deals 75% of total damage (above the above)"

Edited: Mark/Dash changes for 5.10 for PBE:

http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/wEnUcWyg-markdash-changes-for-510?comment=0001

37 Comments

Jeddite12 votes
  1. increase cooldown (90-120 seconds)
  2. reduce range
  3. move true damage from the mark to the dash
usul12024 votes

I agree with all, but #3 especially. That is very needed.

Naramiel6 votes

{quoted}

  1. increase cooldown (90-120 seconds)
  2. reduce range
  3. move true damage from the mark to the dash

I voted keep it, but also agree that ALL of these changes are needed. Though the CD maybe doesn't need to be quite so high as suggested here.

Cindikle1 votes

Just remove the damage. It doesn't need to be there. Lower it to 1 for tower reasons.

Dr Jarjarbinks2 votes

I like 2 and 3.

1 seems a little too high a CD.

Smart Kitty2 votes

{quoted}

  1. increase cooldown (90-120 seconds)
  2. reduce range
  3. move true damage from the mark to the dash

If they have to change it, that's a good route. I think the CD should be at most 100 though.

Scadu NA11 votes

It has become League of Mark/Dash in ARAMs. Every last person is taking it right now, there is no diversity in game play with it.

Smart Kitty2 votes

[{quoted}](name=Scadu NA,realm=NA,application-id=LFfTlAky,discussion-id=to9Q5kHA,comment-id=0008,timestamp=2015-05-12T15:33:35.439+0000)

It has become League of Mark/Dash in ARAMs. Every last person is taking it right now, there is no diversity in game play with it.

So, everyone takes flash in summoner's rift, but no one complains about it?

dnsup10 votes

So, everyone takes flash in summoner's rift, but no one complains about it?

  1. Flash cooldown: 300s. Mark/Dash cooldown: 20s.
  2. Flash range: 425. Mark/Dash range: 2500 (Global).

You're right, this is totally an apples to apples comparison.

If they took Flash away tomorrow, the game we play in SR would be different, but we would still recognize it. You use Flash at crucial times, but you only really get to use it a handful of times in a single SR match. Taking it away would only take away a handful of escape/chase opportunities you would have had.

Mark/Dash, on the other hand, completely changes ARAM. Introducing it means playstyle is altered for the entire duration of the match (which is much shorter than normals, and therefore the effect is even worse).

Smart Kitty2 votes

[{quoted}](name=Smart Kitty,realm=NA,application-id=LFfTlAky,discussion-id=to9Q5kHA,comment-id=00080000,timestamp=2015-05-14T19:33:09.468+0000)

So, everyone takes flash in summoner's rift, but no one complains about it?

It practically is, flash is such a strong spell that almost everyone takes it, it's the same for snowball, but snowball is op? Snowball is dodgeable and very thin, if they miss, there goes the engage. Also, it brings a balance to the poke meta which has pretty much dominated aram since the get go. Not saying it was impossible to beat, but the odds of winning against a comp with karma, morgana, and nidalee were extremely low as long as they knew what they were doing. At least with this, champions who get easily poked out on this map have a shot. If you increase the cooldown, that's okay I guess, but if you make it too long, the thing becomes useless. To me the only major problem is the true damage. Having true damage every 20 seconds is problematic, I'll give you that.

Kinjishi2 votes

Complete BS. Never seen more than 3 people, and typically 1-2, take it in games I've played.

bens on 283 votes

Do you mean on one team or in the entire game? My experience is that most games have at least 7/10 with mark/dash with some odd games around 5/10. There are plenty of times where all 10 people take mark/dash, and that's not just when it was brand new. I looked at my match history to verify that it's not just my memory.

And to Smart Kitty, yes it may be dodgeable and thin but you are wrong in thinking "there goes the engage if they miss", because you just wait 20 seconds and you can throw it again.....

Kinjishi1 votes

In the entire game. Within the last 3 games, is the first time I've seen 4 people in the same game with Mark/Dash. It just isn't used much from all the games I've been in since it was released.

Adain10 votes

I understand what they are trying to do, but honest it was done in such a piss poor manner that it just needs scrapped entirely. ARAM is pretty much all I play and I just can't stand the game mode any more with mark. Its completely broken in its current form and even if its nerfed its still far too strong with a wide number of champions. I have the same feelings for Mark that I do for flash, if its the only spell 80%+ are using its either needs removed, severely nerfed, or completely reworked. How it made it to a live environment in its current form does not say much for the quality of people currently working on the game. Ill most likely just quit playing for awhile till its removed.

8valve9 votes

Riot has many means of balancing ARAM without adding a summoner spell like Mark. I feel like its neglected though as Summoners Rift is what makes the money so Summoners Rift gets all the attention. As someone who only plays ARAM I would love to see Riot make a properly "balanced" ARAM. That to me would have all the champions available or every champ that is owned by the players in that particular match available. Otherwise I felt that ARAM was just fine before the introduction or Mark and hope that it gets removed entirely.

Note. I own all champions with the exception of Bard, Gnar and Rek'Sai. I know it can be tough to play melee but if you are a decent player they are all fine you just have to adapt your play style a bit.

dnsup3 votes

As someone who only plays ARAM

I'm surprised you didn't get 4 instant downvotes. The opinion suppression here is real.

Gaufrus9 votes

Lose the spell. It sucks all the fun out of ARAM. Every player uses that dumb spell; and most of them use it wrong. Let's dash 1v5 under their turret, yes, sure, that sounds like a good idea...sigh

lightdragoon888 votes

Nerf or separate game mode.

MagicOfLight7 votes

Remove it, i used to be aram only for nearly a year or so. But now aram is a gimick game mode and is full of those suiciders who use mark terribly. Back to summoners rift till riot realizes their mistake.

Pikmints6 votes

I'm gonna say keep it. There have been many games I've played where "superior" champs with enough range or harass was either able to push the enemy team under their tower for 15 minutes or poke them down from under their turret for 15 minutes. The dash mechanic prevents certain scenarios where people feel and genuinely are useless for that time because they lose half their health when they bat the minions off of their tower.

My main complaint with this spell is the damage, because being pelted for 150 true damage while I'm cowering behind my tower can be a bit much. If Riot halved the damage/scaling on the spell I think we'd see games where there aren't people like TF or Xerath taking it for the extra harass.

If they were to hit anything else, I feel like the range might be about 150 units too long, or increasing the cast time to 30 seconds would keep me from having to be constantly expecting snowballs every time I step out from a minion wave.

On a related note, anyone else feel like the visual of the projectile doesn't match the hitbox? There's no way that should be the case regardless of the spell's power/utility.

Dr Easter5 votes

If people were more honest and less fanboyish they'd get to the conclusion that this spell is not needed. Or is needed but need a ton of fix. The facts are simple: *The amount of champions that needed this was really small, mostly melee with no dash or gap closers, and with a good teamwork they actually worked (hey! this is a teamwork game isn't it?) *The amount of champions that are now broken is far bigger than the amount they tried to help. *You now have to dodge random snow balls, what makes sense for a featured mode, but a permanent one were poke champions already were strong enough? Makes no sense.

Range, damage, cool down, everything is wrong.

Darkjedi24 votes

After a few days of voting, the group pretty much split into 2.

I honestly hope riot can "listen to the community" and create 2 game mode. So everyone is happy and enjoy their preferable ARAM game.

Hope this message will get to someone. Thanks!

bens on 281 votes

Only 10% of the community voted for that option... how is that listening to the community? I think your poll needs more options because from reading through the forums a lot of people want mark/dash but agree that it's too powerful in its current form. I think the devs also realize this and the dmg re-work is a testament to that. If they keep going farther and keep working on it is now the question.

Focus Teemo3 votes

They already have a good number of strawpolls on this already with thousands of voters. http://strawpoll.me/4282804 http://strawpoll.me/4247992

Statistically speaking from what we can tell, about 70% of the community wants to keep the spell, and the other 30% want to remove it. Of the 70% that want to keep it, the majority want it nerfed. However the 30% that want it removed are by far the most vocal... and the most unreasonable of the bunch. Edit: Oh look downvotes for pointing out irrefutable statistics supporting the idea people actually like this spell... i rest my case.

What we should determine is how much we wish to nerf Mark/dash. As some want it nerfed to the ground, others want a couple love taps.

bens on 282 votes

Thanks for the straw poll.

It shows that 3 out of 4 people are not content with mark/dash in its current form. 1 in 3 people feel very strongly and hate it.

I don't think that the 33% are more vocal, but you're hearing the overwhelming majority 75% of people that think it needs to be either changed or removed.

I'm part of the 41% that like the idea of mark/dash but want to see some nerfing. If there were no changes to be made I'd probably prefer that it be removed than kept.

CampusWifi3 votes

I think its obvious that it needs some tweaking, but overall I love it. It adds something new to the game and makes it even out the playing field between champs that are obviously OP in ARAM and have great poke in comparison to champs with absolutely zero poke and are definitely lacking

FDru3 votes

They're already nerfing its damage to the point of uselessness.

I would say increase its cooldown to 30 seconds (doesn't sound like much, but that's a 50% increase and will definitely be noticeable) and it will probably be fine.

Ice Weasel X3 votes

{quoted}

They're already nerfing its damage to the point of uselessness.

I still disagree with this. These are the benefits of Mark without using Dash as of Patch 5.9:

  1. 2500 range
  • Enemy team low? Keep flinging snowballs to zone them so far behind their turret that they can't defend. They don't want the damage, and the threat of a dive will keep them at bay.
  1. True Damage: 13* at level 3 to 50 at level 18
  • The snowball bypasses spell shields. If you get hit, you're getting hurt.
  • Low health enemies who don't back off (see #1) are likely to get killed.
  • A full team of 5 can still whittle targets down regardless of defenses from a range too far for their normal abilities.
  1. 20 second cooldown
  2. Vision
  • Skillshot, meaning it can be used to check the brush (can check two at once due to range)
  • Grants proximity vision around the projectile
  • Grants True Sight of any target it hits (yes, it reveals stealthed targets)

The damage aspect has been nerfed, but the spell itself is still far from useless. The vision and ranged zoning pressure are worth more than the innate damage. Low range champs who used to rely on the bushes to prep for a dive can no longer do so. They're forced to rely on their own snowballs because enemy snowballs make hiding in the bushes suicidal.

I don't expect the snowball spam to stop just because the damage was split.


* Damage from the original Mark/Dash is 50 at level 3 and 200 at level 18. The 5.9 patch changes this to 25% damage for Marking the target, and 75% to Dashing to the target. At level 3 this is a 12.5/37.5 split, but rounding separate values places this at 13/38 (total 51) unless they have scaled the values separately to avoid this.

FDru3 votes

Holy shit. We all know what the spell does, there's no reason to make a full page essay about it. You are drastically overaggerating how good it is, and it's definitely going to be a liability on most squishy champs once it loses its damage.

But yeah. Go ahead and take Mark on Ashe instead of exhaust. And get fucking rekt. I don't really care.

Ice Weasel X4 votes

{quoted}

Holy shit. We all know what the spell does, there's no reason to make a full page essay about it.

Actually, it's clear a lot of people don't know what it does, because there are constant posts from people who completely ignore that it isn't just a gapcloser or think that the only problem is its damage.

You are drastically overaggerating how good it is, and it's definitely going to be a liability on most squishy champs once it loses its damage.

You know who else gets a damage boost from the Dash aspect? Squishies who use Luden's Echo. It stacks via distance traveled as well as spells cast. So you can get a double Luden's Echo proc in a single spell chain. Ranged spell, Luden's Echo. Mark/Dash, spell, Luden's Echo. It's the same reason Katarina was already so strong with Luden's Echo. Her Shunpo almost resets the stacks on its own.

The spell absolutely does not make any champ weaker for choosing it over Exhaust, Heal, or Barrier. Constant uptime for heavy utility still makes it a strong choice. Even if you're going for the damage aspect, it has a higher damage potential than Ignite using just the nerfed 25% from Mark.

But yeah. Go ahead and take Mark on Ashe instead of exhaust. And get fucking rekt. I don't really care.

You don't need Exhaust if you're staying out of range, which you should endeavor to do as Ashe. I've used Mark on Ashe, and unsurprisingly, didn't lose. The 2500 range Mark let me keep poking down the enemy during my early game Volley cooldowns.

If anything, the possibility of the enemy team having stealth champs is more than enough reason to choose it over any of the other spells.

Polohina3 votes

Increase cooldown a bit. Doesn't have to be crazy high, but it's so often that it completely dominates the game.

Kalarepa2 votes

I still see Sona/Heim/Ziggs trio at top 3 win rate champions. I stll see lowest win rate list full of melee champions. No, mark/dash didn't completely turn around ARAM. I vote for it to stay.
I'll also give small advice. Stop taking mark/dash, if you're squishy ass poke champion, that should never dive the enemies. Take exhaust instead.

a dish of pasta2 votes

You can actually use Mark defensively. Throwing it on a minion after you've been Marked can prevent a random flying Alistar from headbutting you into the rest of his team, or can help you negate any Singed fling, for example; Exhaust wouldn't do much, in those situations.

Sona/Heim/Ziggs have mantained the highest win ratios thanks to their kits; with a skillshot-like stun, or with Ziggs' W, all you have to do is timing them well while an enemy is dashing to your face, and you can get back to healing or poking (or both at the same time).

The problem is that this new spell didn't help who it was supposed to help - as in, tanks in general; it helped high close-range burst (Annie, Katarina) and aoe CC (Amumu, Galio), categories that didn't really need a chance to engage from the fog of war.

Since it's not perfectly calibrated either (you don't see the projectile in the exact moment it leaves a bush, or when it comes out from the fog of war; there's a slight area where it's not visible yet, although it supposedly should be. Also, the hitbox doesn't match the snowball size, it's bigger), and since it reveals stealth, even after you've been dashed to, it hurts generally champions who rely on range (ADCs like Miss Fortune, Ashe) and on stealth (Evelynn - wasn't she supposed to be helped too? - , Vayne - Tumbling won't save you from dashed champions cc, since it's instant, nor will Ult + Tumble, since you're still visible).

So, in my opinion, if this spell has to be implemented, it needs more work and thought. As it is right now, I vote no.

Instabiu6662 votes

I think Mark/Dash should be kept, it provides new and interesting strategies and gives melee's more opportunities to shine. But i feel it should be changed a bit

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 4summoner 4 , 6summoner 3 , and 50summoner 32 . This spell, as fun and necessary as it is, needs some more balancing

bens on 281 votes

I think the CD should simply increase to at least 30 seconds. I really like the idea of the colliding snowballs though that'd be really awesome and is brilliant. That would give champs who really don't benefit from mark/dash a reason to get it. And really mark/dash is so superior to the other summoner spells that even champs that don't benefit all that much from jumping in really have to consider getting it.

bens on 282 votes

I voted for Keep Mark Spell but if the option was to keep mark as is or remove it completely I would say remove it. I vote for keeping it and nerfing it slightly.

NoMonku1 votes

I'm mixed towards the spell. Overall I would prefer it to stay in the game I feel.

What I dislike about the spell is that it is basically required that you take it, forcing a SS slot. Only reason it doesn't bother me too much, though, is that it is basically just Flash for other game modes or TP for top laners, so w/e. Also the damage was broken before, though they fixed it, so nothing wrong there.

I'm for it mainly because it made it easier for champions who usually have to blow abilities to engage a way to get in without having to sacrifice a flash or 1-2 spells to be able to get in range. Also it completely screwed over oppressive poke champions. Those champions are still good, but if you get marked, you have a good chance of getting jumped on. Also related to the last point, but it also screwed over all of those ARAM only accounts who had stacked champion pools. Now even IF they have that "superior" pool, they can't just endless pewpew you until they win w/o any chance of retaliation.

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