Quote:
Originally Posted by Bensam123
Aye, that's the point... reducing the role of certain strategies, such as farming kills to ***** out items. It would further imbalance things if you have as you said if you have a hyper carry and the other team does not.
Having a hyper carry isn't necessary a strategic decision as much as it is a luck of the draw. Chaotic elements are what makes up ARAM, but you can still focus that chaos.
This isn't a design decision for the entire game, it's for one map (which will hopefully be a game mode). If you want smooth sailing where you can play a mini-game of SR, go play TT. ARAM may have been around for quite awhile (most definitely not with its own dedicated map let alone matchmaker), but it hasn't been played competitively or even looked at in that fashion so players haven't had a chance to completely ***** it out, which they will if a ladder is added or even a matchmaker.
Keep in mind I'm not saying minion gold should be removed, rather it should be distributed equally to teamates. So there still is some incentive to killing them over the minions and towers killing them.
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So, your argument is that by removing a facet of skill and strategy, the game becomes
less about the team composition?
The three main factors I see that influence the outcome of an ARAM are, in no particular order: Individual player skill, team play/strategy, and team composition. When it comes down to it, these really carry over to any of the maps/modes, but the relative importance of each one varies. The difference with ARAM is that you have no control over the team composition. If you reduce the importance of the roles the players
do have control over, then the random factor becomes even stronger than it already is.
Your idea basically ensures that that Vayne gets the gold she needs to reach her late-game hypercarry status, regardless of her skill to be able to farm effectively while still contributing when needed in the early game. It takes away the other team's counter-play slow that Vayne down as much as possible. Suddenly, it doesn't matter if you've poked her down to 70hp so she has to hide well out of poke range. As long as her Cho and Cass are splitting the vast majority of the cs (which they will with their strong aoe wave clear), it doesn't matter what you've done to try to shut down Vayne. She's still going to reach her end-game at the same point regardless.
Guaranteeing that a hypercarry will reach late-game status every game they're in would actually put the team that gets one through the random selection at a
higher advantage than they have now.
And I still maintain that with the format of ARAM, there is zero danger of it becoming a farmfest/snoozefest like many lanes on SR turn into. Those are 1v1 and 2v2 situations. Even if you stick 5 people in a lane and assign the task of farming to a single champion, do you really think the other 4 are just going to sit there twiddling their thumbs and watching their teammate farm? Better yet, do you think that they'll be willing to sit there and watch the other team's carry farm, and watching the other 4 from the other team watch their own carry farm? People are going to start to do things. Those 4 extra, non-farming, players will likely get bored and start poking/fighting each other, and also trying to interrupt the carry. This is ultimately not very different than the state the game is currently in.