We need to talk about ARAM's.

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perpentach

Member

03-31-2013

So, ARAM-Proving grounds...

Hi, I've played well about 1200 ARAM's since they released last year.

Here's my thoughts

Objectives:

There's two, more accurately a single one per side. Ideally there would be
the single contestable sort of sustain in the middle to keep one team from
being able to siege constantly. Basically, it snowballs way too hard if you
can keep the enemy's side health pack locked down, a single health pack in
the centre with a longer cooldown and larger sustain boost to open a
tactical decision on who-gets-what.

The back health packs should be converted to capture-points that provide a
team-wide buff similar to TT. Basically encouraging more aggressive play as
no one team is going to be able to rely on the singular heal to prolong a
siege as the enemy team should have a similar advantage.

Similar in design to how the paths open up on Dominion, perhaps portions
of terrain should reappear as time goes on in the map that opens up a
buff-mob to contest and make plays around? Maybe even neutral camps
that incentivise players to slip away from lane briefly to grab them and
either put themselves at a tactical disadvantage or punish a greedy team by
opening a 4v5.

Gameplay:

Good lord, there's a lot ot say here. Let me first start off by saying this:
ALLOW WARDS. WARDS on shorter life span should be available to negate
the ability for one team to be entirely invisible save for someone packing
the now nerfed Hextech Sweeper. WARDS need to be allowed in PG.
Absolutely NEED to be. Vision is a powerful tool in SR and for good reason,
you NEED to be able to see passed your current line of sight to fight
effectively vs some champions.

To reiterate: ALLOW ENHANCED VISION CAPABILITIES BEYOND A SINGULAR
ITEM NOW NERFED. (CV Anyone?)

The camera angle VERY HEAVILY STACKS FAVOUR ON THE BLUE SIDE.
I realise this is an isometric game. But, if Dominion's bottom lane can be
fought in effectively, having the murder bridge run left-right would
GREATLY iron out the battlefield instead of allowing one team to have a
very superior skill shot game.

We need the ability to ban champions pre-random. No one wants to play
against Nid-Yi-Blitz on a singular team as it's wholly unfair and with the
introduction of leaver-pentalties to the tune of 30 minutes and tribunal
focus, we should not be subjected to such anti-fun pre-game mechanics.

To expand further upon this, we should be given a re-roll or two to 'dodge'
a bad champ we can't play. I say this because no matter how pro you are,
you're not going to be able to play every single champion effectively and
you're not going to find every single champion fun to play vs certain comps.
In particular, melee-gankers like Voli and Hecarim without a strong approach
and initiate.

Items, Not to dilute individual champion abilities, but I'd love an item that
allowed a brief inability to be CC'd to counter this and allow melee-gankers
to make exceptionally strong players. It's not enough to run down the
tank-tier running cleanse-ghost/flash and hope you can connect.

Crowd control needs to be reduced globally, being in a 25-35 minute team
fight really lets people pile on the CC, especially AoE CC like ashe and IBG-
Ez. Having tenacity on the map-buff to the tune of 5-15% would greatly help
iron out one-sided games that end in <15 minutes due to having superior
AoE-CC sustain and kite.

Gold-gained is pretty decent, fairly smoothly spread across all champions.
But, there needs to be a way for one person to be able to collect farm and
be the star in order to add another layer of decisions into the game. As it
stands, minions aren't enough of a gameplay impact and really only serve to
be tower-damagesinks.

Experience gain again is very nice, but there should be again an incentive to
fight and contest objectives to gain a marginal advantage that slowly creeps
the a winning teams power but doesn't skew the entire system.

Minions get wave-cleared far too easily, even with an Aegis. Cannon
minions don't come often enough and stop spawning entirely once supers
come along. They don't pose a threat beyond their HP and aren't able to be
contested properly and one team will miss out entirely if they're again being
pushed under turret.

Rubberband/Snowballing. Good god, does this occur a LOT. You can
dominate to the second tower, be pushed back, wiped and lose two towers
and be forced on the defensive with little ability to control tacticly. Again,
you can dominate to the first tower very easily and snowball from there if
you manage to wave clear and force the enemy team under turret from
farm. There's very little ability to control the game as a whole.

The Map Itself:

Again, to reiterate there's not enough contestable or even a contestable
gameplay-impacting objective and again, the isometric UI heavily sways
favour towards blue-side to the point I personally refuse to play purple-side.

It's lopsided and clunky, the pathing with the nexus screw up on blue side,
the blue-side health pack can STILL be clipped and grabbed on auto-predict.

Purple's minions occasionally run through the narrow side of the tower and
screw things up.

The bushes afford far too much game play power to the team that secures
them and stale-mate-sieges the game until the first tower falls.

There's not enough vision on the map, it's small and very 'blind'. There's
huge chunks missing in awkward places. AKA: The middle and towers. You
can shut down one side with caitlyn's traps to a very effective degree since
you then control three health packs by exploiting a design flaw.

The towers are poorly placed/huge and take up a large amount of realestate
for where they're placed, again exacerbating a design issue as one
champions abilities can lock off one entire area while bushes lock off the
other.

The double tower design around nexus is very nice but again, there's the
issue of the inhibitors making an already small map, awkward. You can flank
to the extreme left and right if your minions are under turret and drawing
aggro, but again the map is very confined and there's a host of issues
preventing more indepth game play.

Did you read all this?

<3 Maybe we can get reds in here and shed some light on arguably the best
mode of gamplay for fun-to-time efficiency? (25 minutes is a LONG aram.
15-17 standard.)


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Beravin

Senior Member

03-31-2013

I was trying to make a reply, but its honestly not worth it. If you want to start a discussion, then A) make it easier for the rest of us to read it, B) arrange all your information in a way that is less "wall of text is legendary", and C) stop trying to demolish the mode we know and love. I mean... You want a "star player" in a mode that is built on teamwork? Come on...


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perpentach

Member

03-31-2013

Quote:
Originally Posted by Beravin View Post
I was trying to make a reply, but its honestly not worth it. If you want to start a discussion, then A) make it easier for the rest of us to read it, B) arrange all your information in a way that is less "wall of text is legendary", and C) stop trying to demolish the mode we know and love. I mean... You want a "star player" in a mode that is built on teamwork?

It's formatted for 72-75 CPL which is pretty standard. Granted, it's wall of text-y in so far that it's just over 6200 characters and 1091 words. It's barely a light read.

You want to be able to power someone up because as SR has proven, certain allies need farm and others do not. Thus, it would make sense to allow someone the ability to gain over the rest and give the team an edge instead of being a blunt instrument. As it stands, there's little finesse to the game.

Yes, I want to get rid of the brush... Located off in the middle of the map taking up a huge chunk of battlegrounds. Do I want it gone entire? No. Do I want to be able to counter it? Yes. Is it counterable right now? With certain champs, yes. With a singular item offering a very lacking set of stats. It's much too powerful in its current iteration.


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Beravin

Senior Member

03-31-2013

Its less about the amount of information, and more about the means in which you have given it to us. For arguments sake, lets look at it a different way. Which do you think is more effective? A paragraph that looks like this? Or...


Its
less
about
the
amount
of
information,
and
more...


See my point? What has essentially taken 2-3 lines has become something that will span several pages because of how I am giving you the information. This is an excellent way of discouraging people from reading what you write.


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perpentach

Member

03-31-2013

I duno about you, but at 96DPI/standard and 1080, having text scroll across the entire screen is pretty awful. c:

but the league forum is awful in its design so. :0


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Zielmann

Senior Member

04-01-2013

Thanks for the summary of every feedback thread that has been created in this forum section since it was created.

But really, it doesn't need these things. You just want these things because something about the current state of the map doesn't sit well with you. There's nothing wrong with that. And I see validity in several of your points, but I also feel like the game is in a pretty good place right now. As good a place as a mode centered around totally random picks can be. It's far more balanced than ARAM ever was on SR.


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perpentach

Member

04-01-2013

It really does need a left-right battle orientation, it NEEDS to be balanced for both sides so there's an equal footing for linear skill shot champs being given the full screen space available.

What I want but don't if they don't do anything in that regard, is the changing of bush layouts and removal/dampening of the health-pack 'lane' where three caitlyn traps completely shut off all advance .

(It's my favourite cheese tactic when playing cait)


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Zielmann

Senior Member

04-01-2013

Quote:
Originally Posted by perpentach View Post
It really does need a left-right battle orientation, it NEEDS to be balanced for both sides so there's an equal footing for linear skill shot champs being given the full screen space available.

What I want but don't if they don't do anything in that regard, is the changing of bush layouts and removal/dampening of the health-pack 'lane' where three caitlyn traps completely shut off all advance .

(It's my favourite cheese tactic when playing cait)
What I find funny with this argument about the map orientation is that I've never had issues with it one way or another. And the same discussion has been going on for SR for years now, but nothing has been done about it. Why? Because it actually doesn't make a difference. A good player is going to be able to land (or avoid) skillshots just as easily from either end of the map.

Again, you say 'need', when you really mean 'want', because you aren't able to make the adjustment to it yourself.


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Theungry

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Senior Member

04-02-2013

Quote:
Originally Posted by Zielmann View Post
What I find funny with this argument about the map orientation is that I've never had issues with it one way or another. And the same discussion has been going on for SR for years now, but nothing has been done about it. Why? Because it actually doesn't make a difference. A good player is going to be able to land (or avoid) skillshots just as easily from either end of the map.

Again, you say 'need', when you really mean 'want', because you aren't able to make the adjustment to it yourself.
Agreed.

I was playing for over a year before I ever heard someone mention that it they had issues with the UI's map orientation, and for the life of me I still can't empathize with this because I've just never had even the slightest issue with it myself (and I am reasonably good at landing/avoiding skill shots)


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Dukasho

Senior Member

04-03-2013

One thing I would LOVE to see. Equal camera angles for each team. I dodge any and every game I join before it starts if I get stuck on purple side. I cannot stand it. I've played over 5k games of LoL (sr/dom/aram) and still cannot do it.

The best thing about Dominion for me was the equal camera facing. I didn't care which side I was on. This is one of the main reasons I never went back to SR.


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