: Default runes glitch
I have the same issue.{{sticker:slayer-jinx-catface}}
Rikirie (NA)
: I fail to see why it would matter if shes on you or not? What situation would you want her to not mount on you?
> [{quoted}](name=Rikirie,realm=NA,application-id=3ErqAdtq,discussion-id=QEZOonML,comment-id=0001,timestamp=2019-05-15T16:29:32.230+0000) > > I fail to see why it would matter if shes on you or not? What situation would you want her to not mount on you? Bit late but as a yuumi player I no longer like sitting on Talon when he goes for a 1v5 kill
Minarde (NA)
: I think a card game-esque "Arena Draft" would work better than doing a (role-based) whitelist. Whitelists have a strong possibility of reducing champion variety, making ARAM feel much more stagnant. Plus, it significantly limits randomness and adds an extra meta-gaming aspect (i.e. adding "good" champs to drown out the "bad" ones), which I personally dislike. In contrast, "Arena Draft" would function identically to existing draft options, but, rather than choosing from the full champ roster, players choose from three random champs (maybe of similar power?). Bans and trades are possible, but no rerolls or champ bench. Doing it this way maintains the "Ranked Draft"-feel of champ select while adapting it for ARAM. Additionally, by having sequential picks, it indirectly emphasizes the importance of team composition. The removal of rerolls and the bench prevents teams from having too much control over randomness and teamcomps. Plus, unlike whitelists, none of this "Arena Draft" idea should require any extra UI elements for the client.
> [{quoted}](name=Minarde,realm=NA,application-id=3ErqAdtq,discussion-id=75UEayYh,comment-id=0003,timestamp=2019-06-10T22:31:53.656+0000) > > I think a card game-esque "Arena Draft" would work better than doing a (role-based) whitelist. Whitelists have a strong possibility of reducing champion variety, making ARAM feel much more stagnant. Plus, it significantly limits randomness and adds an extra meta-gaming aspect (i.e. adding "good" champs to drown out the "bad" ones), which I personally dislike. > > In contrast, "Arena Draft" would function identically to existing draft options, but, rather than choosing from the full champ roster, players choose from three random champs (maybe of similar power?). Bans and trades are possible, but no rerolls or champ bench. Doing it this way maintains the "Ranked Draft"-feel of champ select while adapting it for ARAM. Additionally, by having sequential picks, it indirectly emphasizes the importance of team composition. The removal of rerolls and the bench prevents teams from having too much control over randomness and teamcomps. Plus, unlike whitelists, none of this "Arena Draft" idea should require any extra UI elements for the client. I like your approach to ranked Aram as well with players getting to choose out of three options. It would then be needed for the team to see each others options as well so that potential teams could properly be built.
: why create a post on this when you know full well Riot has stated they will never do it? It detracts from the whole point, even as a "For fun" conversation, because you get people convinced or hyped for something that will not occur
> [{quoted}](name=MordridtheBlack,realm=NA,application-id=3ErqAdtq,discussion-id=75UEayYh,comment-id=0002,timestamp=2019-06-10T16:59:02.485+0000) > > why create a post on this when you know full well Riot has stated they will never do it? > > It detracts from the whole point, even as a "For fun" conversation, because you get people convinced or hyped for something that will not occur They stated they have no plans to introduce it in the near future.
: i kinda feel like the only way you could do ranked ARAM is if you have asigned roles, and then the player gets a randomized champion based on their selected role. The problem with ARAM isnt neccisarily champions, its more that a complete team comp destroys a dysfunctional team comp.
> [{quoted}](name=PhearBunny,realm=NA,application-id=3ErqAdtq,discussion-id=75UEayYh,comment-id=0000,timestamp=2019-06-10T14:30:52.224+0000) > > i kinda feel like the only way you could do ranked ARAM is if you have asigned roles, and then the player gets a randomized champion based on their selected role. > The problem with ARAM isnt neccisarily champions, its more that a complete team comp destroys a dysfunctional team comp. That's partially solved by a more limited pool of champions, as some champions don't fit in any 'functional comp'. But a single ban and reroll per player might be the solution to prevent completely worthless teamcomps.
Saezio (EUNE)
: I have played over 8k arams and what I feel like is the most problematic part about aram being ranked is how different games are between low and high aram MMR. Or between people that just happen to get champs they are extremely proficient on vs people that may have rolled a good champ for aram but they are not good on the champ. For example if someone has 1mil points on WW and someone that has 1k points on WW the pick will feel vastly different for their respective team.
> [{quoted}](name=Saezio,realm=EUNE,application-id=3ErqAdtq,discussion-id=75UEayYh,comment-id=0001,timestamp=2019-06-10T14:46:17.744+0000) > > I have played over 8k arams and what I feel like is the most problematic part about aram being ranked is how different games are between low and high aram MMR. Or between people that just happen to get champs they are extremely proficient on vs people that may have rolled a good champ for aram but they are not good on the champ. > > For example if someone has 1mil points on WW and someone that has 1k points on WW the pick will feel vastly different for their respective team. Yea, but I suppose that is part of the charm of Aram. You never know what you're going to get, so if you finally get your main, then that should be the moment you shine. I don't mind this in a ranked version of Aram, experience SHOULD be what gets you to the top.
Rioter Comments
usul1202 (NA)
: It is a temporary advantage, but it is infinitely better than the absolutely 0 advantage you get if they back. The fed person doesn't have to wait 15 seconds or whatever it is for kill credit to drop off, and they don't have to wait the death timer, completely nullifying the gains. There is no window of opportunity to 5v4 with a recall in place. Aram has a significant lack of anti-snowball and I think this is a good one to keep in.
> [{quoted}](name=usul1202,realm=NA,application-id=3ErqAdtq,discussion-id=AEpjUNAA,comment-id=000000000000,timestamp=2019-04-23T19:43:55.947+0000) > > It is a temporary advantage, but it is infinitely better than the absolutely 0 advantage you get if they back. The fed person doesn't have to wait 15 seconds or whatever it is for kill credit to drop off, and they don't have to wait the death timer, completely nullifying the gains. There is no window of opportunity to 5v4 with a recall in place. > > Aram has a significant lack of anti-snowball and I think this is a good one to keep in. You are right, but you are solely looking at the problem from the team that plays against the 'fed' player. Thing is, it is wildly unfair for a team to lose a game because someone knows how to dodge skillshots or avoid dying. Something has to be done about the fact that games are lost because players 'die too late' Yes, the enemy deserves a chance to come back, which is why its only acceptable when ALL ENEMIES are dead. There is no '4v5' when the enemies are all dead. The only difference is that a single player will be completely removed from the game damage-wise if he does not die, which is punishing the player for playing well. Even locking the player in a stasis-mode for 10seconds after backing is a better solution than forcing the player to understand he has to die.
usul1202 (NA)
: On the flip side, no recall is a very strong anti-snowball mechanic, when the fed person dies to back it gives the losing team a window of opportunity to come back in the game. With one sided games being much more frequent in aram, I think that having a window to fight back is a good balance lever.
> [{quoted}](name=usul1202,realm=NA,application-id=3ErqAdtq,discussion-id=AEpjUNAA,comment-id=0000,timestamp=2019-04-23T16:57:04.027+0000) > > On the flip side, no recall is a very strong anti-snowball mechanic, when the fed person dies to back it gives the losing team a window of opportunity to come back in the game. With one sided games being much more frequent in aram, I think that having a window to fight back is a good balance lever. You have a valid point, but its not as black on white as you make it out to be. The losing team barely gets an advantage from killing the fed person, other than the gold and a very short moment to fight without this player around. However, when a player is that fed, You are better off not killing him at all. I forgot to state this in my original post, but a smart Aram player will leave the fed person alive at all costs, and the fed person, thinking about his Shutdown, will never think 'Oops I have to rush into them now'. The enemy team does not really benefit all that much from the fed player dying; it will bring him back with 2 full items and all of a sudden the game completely turns into a massacre. To prevent the game becoming like this by purposely dying (Intentional feeding as RIOT calls it, which is also punishable) giving the player the option to recall when all 5 enemy players are dead is the 'perfect' (aka best possible) solution. The question you need to ask yourself is: "how often is one of the teams completely off the map?" and the second question: "How often did, during that time, was a player so fed he should have inted, but did not?" Both of these answered 'yes' is very rarely, however, the times that they do occur, they made enormous impact on the outcome of the game. The game no longers becomes "did I play well' but "When is the best time to throw myself into the enemy team". You say that the fed person dying is a chance to come back, but remember what I said before; If the entire enemy team is dead, the exact same result can be obtained by dying to the turret, as no one can touch you to obtain the kill. The only difference here is; people who don't understand this strategy will also be able to go back and the game becomes more focused on playing well rather than timing your deaths. Sorry for the long reply {{sticker:sg-zephyr}}
Rioter Comments
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Rioter Comments
: Sparing Punishment [System Concept]
Should only work in 5v5 games that are duo-queue games. And only if the winning team had an AFK player. The AFK player could then be excused from the 'no points lost' if the entire team (or all people who choose to vote) select 'excuse player'. That way someone who was gone for whatever reason but came back to possibly carry the team or help them win it after could be given the LP and non-punishment if the team feels like it is deserved. Wouldn't work whatsoever in Flex I'm guessing
Jenivie (NA)
: Snow Day Zoe
Trouble bubble should be a little frozen circle on the ground that cracks when stepped on, and ult should be her digging a quick hole in the snow and popping out on the other side.
Rioter Comments
: Dying seems to = inting these days
I just had a 1/15/0 draven I think inting is safe to say ;)
Rioter Comments

Khanzax

Level 185 (EUW)
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