: > [{quoted}](name=Bilsu,realm=NA,application-id=A7LBtoKc,discussion-id=0Bt20UUK,comment-id=0007,timestamp=2019-04-05T01:59:41.814+0000) > > The ARAM changes are really disappointing to me because they take a lot of the Magic that made ARAM fun and last as long as it has as a separate mode. The map design is the reason why the Poke champs are strong and trying to make them not do what they do just feels yuck. A lot of games are just lost off of one push. A lot of comps have a lot of tanky champs that steamroll through your team. A lot of damage champs can’t even come online before you lose. Losing an inhib or towers early shouldn’t mean I lose the game. I also can’t do off meta things that worked previously, AP Lucian, Lethality Caitlyn, AP MF etc all don’t work because of the 900 range damage nerf. It’s depressing. How can a mode be called All Random if it’s controlled? here come the losers that had aram only accounts to cry now that those accounts are worthless
Playing ARAM only isn't bad just like playing SR only isn't bad. Heck, some people only get online when URF is available to play and do nothing else. Let people enjoy things.
Mistiya (NA)
: I'm not enjoying the structural changes here. Bans on ARAM feels anti-thetical to the purpose of the mode, and the minion changes make it so losing the inhib is a lost game. I personally enjoyed epic ARAM comebacks but they're impossible now. Liked it better before.
Mortdog (NA)
: ARAM Balance Update Thread
I'm very afraid that these are more permanent "experiments" than we think. I know the ARAM community is smaller, but I don't want to lose the random gameplay experience I came to love because it's meant to be more balanced for everyone. So here's my two-cents; * Items like mariner's revenge change _how_ certain champs will be played, allowing people to just force their way in (unless they have ghostly boots, then they just walk up) and suicide because they can still get a kills with the refresh and invulnerability. The stakes in those dive-engage situations are so much higher and more exciting when there's actually a chance for counter-play. I also think invulnerable, suicide dives are a dangerous and frustrating play-pattern to encourage. * I like that I can take skills and techniques I pick up onto SR with me without much difference. It's not a new experience, it's an offshoot with a map the forces fights. Personally, I don't want it to be a like a RGM that feels completely different. * Snowball fixed a lot of the problems melee champs had and champs that need to access the backline. Picking the right moment, knowing your limits, and working with your team is much more engaging from a player-perspective than having map-specific items that _guarantee_ you can get there and make an impact. * The reason I enjoy this mode so much is that even with a loss you can just say "unlucky" and move on without giving yourself too much grief. It isn't meant to be perfectly balanced. It's lovely chaos you have to adapt to. Against a teemo? Buy an oracles and position accordingly. Against a Xerath? Buy MR and get in his face. Team of 5 tanks? Play safe until 6, get a good fight, spend all that money, be an unkillable squad and roll over the other guys. There's always a way to win, and if it doesn't work out? Unlucky. Next queue. I hope this doesn't come off as winey or rude, just wanted to give my thoughts! Love, A Skeptical ARAM Main {{sticker:sg-soraka}}
Lyte (NA)
: Rewards for positive play
I'd love to share my chat logs :)


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