A way to balance ARURF

So, we all love and hate this mode because as fun as it is, it's a great way to put a really sour taste in your mouth playing a casual 'fun' mode but getting completely steamrolled because your team dice gods say you get 0 carries or 0 cc champions, while the enemy team gets 3 marksmen or literally a stun on every player. So, my SUGGESTION (Read: Do this if you want to make this mode better with literally no complaints from anyone) is to have the ARAM algorithm have a table of values for carries/supports/etc that breakdown their power levels in terms of damage, tank, cc, etc. Use that, and put in a spread of 1/2/2 or 2/3 so that a matrix table fills out a roughly even playing field for both teams, and then randomize the players. Also: Hard ban out champions like Ezreal, Kai'Sa, Teemo; Champions that when given massive cooldown reduction and no mana costs have way too much power just on the merit of their basic kits. Teemo is a great example, because if you even hope to fight him you need a boatload of MR, for one, and two, you need to NOT be a champion that deals damage with autoattacks (His blind will always outlast the cooldown.)
Compartilhar
Mais votados Novos

Estamos testando uma nova função que dá a opção de exibir os comentários da discussão em ordem cronológica. Alguns participantes notaram situações em que mostraram que uma exibição linear possa ser mais útil, então gostaríamos de saber como vocês a usariam.

Reportar como:
Ofensivo Spam Mau comportamento Fórum incorreto
Cancelar